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''Halo Wars 2'' Unique Units: Cannon Fodder, , Methane Wagon, Unggoy Heavy, Unggoy Rider Privileges: Allows Yapyap to produce Cannon Fodder without using resources and can deploy up to three Hero Units. Tier 1 Leader Powers *Surprise Party I: Activate to drop a mine onto the battlefield. Upon exploding the mine spawns two temporary veteran Cannon Fodder squads. **Population Cost: N/A **Supply Cost: 40 **Power Cost: 40 **Cooldown: 105 seconds *Surprise Party II: Drops another mine and increases explosion size. **Population Cost: N/A **Supply Cost: 60 **Power Cost: 60 **Cooldown: 105 seconds *Methane Wagon: Unlocks Methane Wagon for purchase at the Banished outpost. Tier 2 Leader Powers *Please Don't Shoot Me I: Activate to briefly stop all new attacks from units, turrets, and leader powers for 14 seconds. **Population Cost: N/A **Supply Cost: N/A **Power Cost: 100 **Cooldown: 220 seconds *Please Don't Shoot Me II: Extends the duration of Please Don't Shoot Me to 22 seconds. **Population Cost: N/A **Supply Cost: N/A **Power Cost: 150 **Cooldown: 220 seconds *Guilt Trip: Severely reduces the veterancy experience gained when enemies kill the player's units. Tier 3 Leader Powers *Shade Drop I: Activate to manually drop 4 Shade turrets onto the battlefield. **Population Cost: N/A **Supply Cost: 300 **Power Cost: 40 **Cooldown: 180 seconds *Shade Drop II: Increases the number of Shades to 6. **Population Cost: N/A **Supply Cost: 400 **Power Cost: 60 **Cooldown: 180 seconds *Glassing Beam I: Fires a controllable plasma beam. **Population Cost: N/A **Supply Cost: 350 **Power Cost: 150 **Cooldown: 228 seconds *Glassing Beam II: Increases Glassing Beam size and damage. **Population Cost: N/A **Supply Cost: 450 **Power Cost: 250 **Cooldown: 228 seconds *Glassing Beam III: Further increases Glassing Beam size and damage. **Population Cost: N/A **Supply Cost: 550 **Power Cost: 350 **Cooldown: 228 seconds Tier 4 Leader Powers *Gruntdome I: Activate to drop a shield tower onto the battlefield. Absorbs damage for friendlies inside it. **Population Cost: N/A **Supply Cost: 400 **Power Cost: 100 **Cooldown: 210 seconds *Gruntdrome II: Improve's the tower's shield and duration. **Population Cost: N/A **Supply Cost: 500 **Power Cost: 150 **Cooldown: 210 seconds *Gruntdrome III: Adds an extra manually dropped shield tower. **Population Cost: N/A **Supply Cost: 600 **Power Cost: 200 **Cooldown: 210 seconds *Grunts from Above I: Has a drop off Heavy Grunts, Grunt Riders, and a Methane Wagon. **Population Cost: 16 **Supply Cost: 800 **Power Cost: 250 **Cooldown: 105 seconds *Grunts from Above II: Improves the veterancy and number of units **Population Cost: 26 **Supply Cost: 1,300 **Power Cost: 320 **Cooldown: 105 seconds Tier 5 Leader Powers *Get Back Out There: Allows the player to have their next 6 infantry killed to respawn at their homebase. Does not affect Cannon Fodder. **Population Cost: N/A **Supply Cost: 300 **Power Cost: 350 **Cooldown: 360 seconds *Methane Party: Drops a series of bombs that damage and weaken enemy units while buffing the player's Unggoy infantry and vehicles. **Population Cost: N/A **Supply Cost: 700 **Power Cost: 700 **Cooldown: 300 seconds General On early game, Yapyap is excellent at harassing enemy units. Since Cannon fodder is a disposable unit and can be produced as many as player wishes for, use it to explore and act as a scout. Though be wary as it only consumes the population. is a very difficult hero to beat without proper strategy. With three goblins around, the Grunts can use Hustle and keep themselves alive most of the time. Note that Energy Shield recuperation will not be affected by Hustle. Grunt Dome leader power is effective to counter several leader's offensive leader power. A maximum level of Grunt Dome can resist Eradication leader power if used correctly. Guilt Trip affects all players units and it can prevent the enemy to gain veterancy faster. Though be careful as several leaders, such as Captain Cutter's Battle Hardened Leader Power can counteract it as it can accelerate the veterancy rate. Shade Drop Leader Power is extremely annoying if used correctly. Although it has a set of duration, it's enough to harass the enemy. Please Don't Shoot Me was a double-edged sword. Use it wisely as it can give either benefits or disaster to you. *During the duration, any non-offensive leader power can be utilized. *Note that this means Nightingale and Huragok can heal wounded units during the duration without the worry of attack by the enemy. Allies Explore the map or sacrifice the Cannon Fodder to give your allies a sight or intel of the enemy's composition. If used correctly, Grunt Dome can turn the tides of the battle and rescue your allies. Utilize Please Don't Shoot me to set up kill zones or recuperate your personnel, as it will be handy when either you or your allies are in a pinch. Enemies Anti-Infantry unit will play a big role to counter Yapyap's unit. *Blisterbacks, Hellbringers, Sangheili Rangers, Snipers, Kodiaks, and any units that were effective against infantry were recommended. *Better if the Anti-Infantry unit features Area of Effect to maximize the damage. Commander Jerome (M650 Mastodon|Mastodon), Ripa 'Moramee (Eklon'Dal Workshop Phantom|Phantom), and Pavium (Eklon'Dal Workshop Wraith Invader|Wraith Invader) are recommended to counter Yapyap due to having a mobile garrison that allows them to counter-harass Yapyap's unit. *Since these three leaders have the mobile garrison that allows them to conduct a hit and run strategy, keeping them occupied is the least you can do. *Furthermore, you may not know what kind of complement inside the mobile garrison should you encounter one. Sources Category:Gameplay guides
In 2559, an Unggoy self proclaimed as Yapyap|Yapyap the Destroyer undertook an armed rebellion against the Banished. History During the protracted Second Ark Conflict|war on Installation 00, the Unggoy Yapyap served as a soldier in the Banished. At some point in the conflict, Yapyap was able to recover the crown of the late-Prophet of Truth - who had been killed by Thel 'Vadam in the Ark's Installation 00 Citadel|Citadel some seven years prior. With this artifact in his possession, Yapyap used it to make a claim for leadership, with his continued shows of independence and bravery inspiring numerous other misfits and malcontents within the Banished to join him. Yapyap made his seat at a location known as the Throne of Woe, and began to lead his forces - inspired by a probable-lie told by a Kig-Yar fortune teller - to locate the fabled Golden Methane Hydrate Mines of Sabator. While actively rebelling against the Banished, Yayap's follies were tolerated by Atriox for a time, as his expeditions into hitherto-unexplored regions of the Ark proved useful - with the rebellion's forces taking the brunt of the fire from the Ark's errant Sentinel defensive networks. Following Atriox's Battle for Translocation portal Epsilon|departure from the installation, Let 'Volir succeeded him as the commander of the Ark's Banished forces. As such, 'Volir is unlikely to continue to allow Yapyap's rebellion to continue to act with impudence for much longer. By 2560, news of Yapyap's endeavours had spread throughout the Banished, with rumours of the rebellion circulating among the Unggoy stationed on Installation 07|Zeta Halo. Notable members Yapyap the Destroyer - leader of the rebellion. Shadow Master of Buwan - commander of Unggoy Heavy|Unggoy Heavies. Ranks and roles Cannon Fodder Unggoy Heavy Unggoy Rider Sangheili Ranger Mgalekgolo|Hunter Jiralhanae Rider Equipment Yapyap has a Hierarch crown (identical to the one worn by the late High Prophet of Truth) with a small statue of Installation 00 crudely tied onto it. Unggoy combat harness Combat harness|Sangheili combat harness Plasma gloves s Plasma pistols Eklon'Dal Workshop Goblin Barukaza Workshop Scarab Methane Wagon Gallery HW2-BlitzBruteRider.jpg|An Unggoy using a Jiralhanae as canon fodder. HW2-GruntRiders.png|Unggoy riders. List of appearances ''Halo Wars 2'' ''Halo: The Master Chief Collection'' *The Yappening (Halo Wars 2)|The Yappening ''Halo Infinite'' Sources Category:Organizations Category:Covenant remnants
Yar 'Dosaan is a Sangheili stationed aboard the , ''The Lookout''.Halo: Fractures, ''Breaking Strain'' Biography Prior to 2553 Yar 'Dosaan worked with Major Kyle Stallock aboard ''The Lookout'', the ship's mission was going from system to system trying to reestablish communication with colonies cut off by the Human-Covenant War. In 2553 they reached the system where Losing Hand was, initially thinking it barren; however, the Huragok known as Slight List convinced the crew to survey the system. They discovered the downed remains of the , a military cargo tender that had crashed one year ago on the planet after being damaged by a Covenant attack. Yar was the first to step out of the ship which set the crew and colonists on edge as they were unaware of the alliance between the two factions. Yar observed the humans and sneered at Kevin-A282, a SPARTAN-III, Major Stallock came out soon after and Yar stepped aside to let Stallock speak to the humans. After noticing that the humans were armed he asked if they had expected conflict, Kevin-A282 affirmed that they were but both agreed to put down their weapons. Stallock updated ''Dark Was the Night's'' crew on everything that had happened since their crash. The local population and the ship's crew were offered a way off the planet; some accepted while others remained. Equipment Yar wore an emerald combat harness and was armed with a Type-1 energy sword. List of appearances ''Halo: Fractures'' *''Breaking Strain'' Sources Category:Sangheili characters Category:Swords of Sanghelios members
}} Chur'R-Yar was the Kig-Yar Shipmaster|Shipmistress of the Covenant missionary ship|missionary vessel ''Minor Transgression'' in 2525. Biography Chur'R-Yar was pivotally involved in the Covenant's First Battle of Harvest|first contact with humanity. Commanding her ship on the very fringes of Covenant territory, she ordered the raid of two human DCS light freighter|freighters in the Epsilon Indi system with the aid of the Deacon Dadab, before locating Harvest|a planet with supposed Forerunner relics. She intended to steal a number of these relics for herself before she could report it to the Covenant, betraying the Deacon as well, evidently because she wanted her ship to be out of commission for the whole Kig-Yar mating season. She had chosen the Kig-Yar Zhar (Kig-Yar)|Zhar as her mate, based around his physical traits and long, angular spikes that no other male had.Halo: Contact Harvest, ''page 94'' However, before she could enact her plan, Skirmish on Minor Transgression|she was shot by Staff Sergeant Avery Junior Johnson|Avery Johnson after the ''Minor Transgression'' boarded a third freighter, bait for a trap laid by the United Nations Space Command|UNSC. Before dying, she detonated her own ship in an unsuccessful, suicidal attempt to kill her attacker.Halo: Contact Harvest, ''page 134'' Personality and traits Chur'R-Yar's ancestors were piracy|pirates, sailing the oceans of the Kig-Yar homeworld Eayn, battling rival clans and claiming Slavery|slaves and territory. In this regard, she hoped to mimic them, with space serving as the new "ocean".Halo: Contact Harvest, ''page 93'' Like the other three Kig-Yar aboard the ship, she disrespected Dadab and was often annoyed by his presence.Halo: Contact Harvest, ''page 56'' She also hoped to retire with the profit from the stolen relics and raise a family of young Kig-Yar. She was killed before she could reach her aspirations. However, she proved to be very determined, fighting until the last and nearly taking down Avery Johnson with her. Trivia Chur'R-Yar was the first female Covenant character mentioned in the Halo universe. List of appearances ''Halo: Contact Harvest'' ''Halo: Silent Storm'' Sources Category:Kig-Yar characters Category:Covenant military personnel
File:HINF_Medal_YardSale.png|200px|right Yard Sale is a medal awarded in ''Halo Infinite'' multiplayer for killing an enemy who had a Power weapon and a full inventory. Gallery File:HINF_TechPre_Medal_YardSale.png|The ''Halo Infinite'' version seen in the Technical Previews. Category:Medals
Yasmine Zaman was born on Coral and conscripted into the SPARTAN-II ProgramPrincess Monologue, i love bees at age six on September 16, 2537. She was a child prodigy who learned several languages by the age of six and was an expert at backgammon.Axon Media:ILB Very lucky.ogg|Very_lucky, i love bees On her fourteenth birthday, she and the other Spartans were taken to a laboratory to begin the augmentation process. She died shortly after due to complications,Axon Clips Chapter 11 and the Artificial intelligence|AI Melissa (AI)|Melissa was created from her brain. Her brother, Kamal Zaman|Kamal, was highly affected by the death of her Flash-Cloning|flash clone and as a result, decided to become a doctor. Trivia An instance of the License plate Easter eggs of ''Halo 3: ODST'' suggests that Yasmine's service number may have been 128. List of appearances ''i love bees'' Sources Category:Human characters Category:Spartan-IIs Category:UNSC Navy enlisted personnel
Yasuharu Takanashi is a musical composer. He is the composer of the ''Halo Legends Original Soundtrack'' tracks Blade and Burden, Steel and Light, True Arbiter and Shattered Legacy. Sources Category:People
A yawl is a type of reconnaissance spacecraft employed by the Banished. They can be deployed to the edge of a given star system to listen for the presence of superluminal communications beacons, informing a potential attacking force about the status of a given system and when to attack. Once such craft was used by Atriox during his Battle of Netherop (2559)|attack on Netherop in 2559, when one such yawl was used to determine the presence of a Created status confirmation beacon. Trivia A Wikipedia:Yawl|yawl is a type of sailing boat. List of appearances ''Halo: Outcasts'' Sources Category:Banished ship classes
Yawning Chasm is the sixth track (Disc 1 Track 6) in ''Halo: Combat Evolved Anniversary: Original Soundtrack''. Overview The track is an arrangement of its namesake ''The Maw (music)|The Maw'' from ''Halo: Original Soundtrack''. The opening section is also featured in the later track ''Flotsam, Jetsam''. Appearances The track plays in place of ''The Maw'' in ''Halo: Combat Evolved Anniversary'', when the John-117 and Cortana, riding in a Banshee, return to the ''UNSC Pillar of Autumn|Pillar of Autumn'' in the level ''The Maw''.
}} Yayap was an intelligent Unggoy who lived during the Ages of Reclamation|9th Age of Reclamation. He distinguished himself during the Battle of Installation 04. Biography Yayap was born on the methane-filled Unggoy homeworld, Balaho, to which he continually dreamed of returning. Before serving in the ''Fleet of Particular Justice'', Yayap lived in the lower districts of ''High Charity'', where he served the Sangheili as a sentry.Halo: Contact Harvest, ''page 305-306'' In the 9th Age of Reclamation, Yayap was an Unggoy Major assigned to a sleepy Unggoy unit in the Fleet of Particular Justice, commanding others of his race, including his friend Gagaw. Yayap was a cousin of Bapap, one of the first members of the Covenant to encounter humanity at Harvest. During the boarding of the , Zuka 'Zamamee, a Special Operations Sangheili, was incapacitated by a bullet into the side of his head by SPARTAN-II Program|Spartan John-117. Yayap and his File (unit)|file of Unggoy found him still alive and decided to bring him back to the boarding ships so they could be allowed to escape the fighting on board the ''Pillar of Autumn'' and live. After Zuka 'Zamamee regained consciousness, he decided to have Yayap transferred to be his personal assistant, as his own was killed during the fight aboard the ''Pillar of Autumn''. Yayap was understandably less than elated at this exchange of hands, because Sangheili were notorious for not caring about their own lives and even less for the lives of those placed under their charge. Yayap was then promoted to a Special Operations Unggoy. He, like all other Unggoy, had to refer to all Sangheili, including Zuka 'Zamamee, by using the honorific "Excellency". Zuka 'Zamamee later went before a small Council situated on Halo to request permission to kill the specially armored human who was solely responsible for scores of Covenant deaths. His request was denied. However, after a boarding assault, Captain (Navy)|Captain Jacob Keyes was saved and the Master Chief killed several hundred Covenant warriors. His request was then reconsidered and granted. Yayap then followed Zuka 'Zamamee to the security center of the Silent Cartographer where he tried to kill the Master Chief using a pair of Mgalekgolo and some Unggoy under Yayap's command. However, one of the Unggoy, Linglin, panicked and accidentally shot one of the Mgalekgolo in the back, allowing the Master Chief to overcome the force. Yayap narrowly escaped death when Zuka 'Zamamee pulled him into a cargo pod. Yayap was then used as the bait for 'Zamamee's next plan. He was beaten up and laid out next to a destroyed Type-32 Rapid Assault Vehicle|Ghost on a path where human soldiers on patrol would find him, carrying some food to make it look like he was a deserter or a lone patrol that had crashed, ensuring he would not be killed by the humans. He was then captured by First Lieutenant Melissa McKay and, unknown to her, carried a transmitter that he activated once he saw the Chief, allowing Zuka 'Zamamee and Field Master Noga 'Putumee to land forces at the human base. The Battle of Alpha Base|attack was a loss, forcing 'Zamamee to come to a conclusion; find the human with the special armor, or die, as Soha 'Rolamee had. 'Zamamee freed Yayap from captivity, and told him to lead him to the human. Yayap lied and told 'Zamamee that the human had been put in charge of guarding captured Type-26 Ground Support Aircraft|Banshees. As Yayap and Zuka 'Zamamee continued to the aircraft, they were attacked by humans. In the midst of the skirmish, 'Zamamee's overheated, and was about to die until Yayap saved him. They proceeded to the Banshees, and found them unguarded. In fact, unknown to them, the Master Chief had quickly come from the Control Room to Alpha Base (Installation 04)|Alpha Base, where he had been seen by Yayap. The Chief then took three hours sleep and had a quick meal, until leaving to look for Captain Jacob Keyes. 'Zamamee was furious at Yayap for lying, and when he asked why Yayap told him that the special-armored human was guarding the Banshees, Yayap simply told him, "You can fly one of these, and I cannot." The Sangheili threatened to kill the Unggoy and throw his body off the cliff, and so Yayap held a Type-25 Directed Energy Pistol|plasma pistol to Zuka 'Zamamee's head and threatened him in order to convince him. They then traveled to the ''Pillar of Autumns crash site so that Yayap could get a supply of methane.Halo: The Flood, ''pages 272-273'' 'Zamamee and Yayap came up with a plan to have 'Zamamee take a Killed in action|KIA Sangheili commando's name and report to the crash site. Those at the site assigned 'Zamamee and Yayap to inspect cargo and command a group of Kig-Yar. Since 'Zamamee was lying low in the fear that someone would recognize him, Yayap mostly commanded the Kig-yar. At first, the Kig-Yar were disgusted at the notion of being under his command, calling him a "gas sucker", but their minds changed after their leader, Bok, was killed by a group of The Flood|Flood that were contained afterward thanks to Yayap. He was promoted, in their eyes, to honorary Jackal.Halo: The Flood, ''pages 296-299'' Yayap was then assigned to monitor communications for Zuka 'Zamamee when the Master Chief was spotted aboard the ship. After guiding 'Zamamee in order to secure the Master Chief's position to kill him, knowing that everyone on the ''Pillar of Autumn'' would die, he packed a day's worth of food plus a tank of methane onto a Ghost, drove the vehicle out of the human crash site, away into the hills and found peace.Halo: The Flood''', ''page 333'' His final moments were when he turned back and saw explosions erupting on the ship. He was most likely incinerated in the blast caused by the detonation of the ''UNSC Pillar of Autumn|Pillar of Autumn'', which caused the destruction of Installation 04. During the destruction of Halo, gravity and the atmosphere would have been destroyed with it. As a result, Yayap, or his remains, would have been crushed by the vacuum and pressure. List of appearances ''Halo: The Flood'' ''Halo: Contact Harvest'' Sources Category:Unggoy characters Category:Covenant military personnel
Yayep the Archdeacon of Indolence was a legendary Unggoy hero, renowned for his strategic acumen. Sources Category:Unggoy characters Category:Historical figures
YED-4 is a Covenant term for a dimension in slipstream space.''Halo: Ghosts of Onyx'', Chapter 22 History During the onset of the Great Schism on 2552#November|November 3, 2552, Zasses 'Jeqkogoee, the navigation officer of ''Incorruptible'', noted the presence of Slipspace anomaly|anomalies of undetermined origin in YED-4 that may have an effect on the safety of the ship's immediate slipspace transition. List of appearances ''Halo: Ghosts of Onyx'' Sources Category:Terms and phrases Category:Physics
Yeg was a Kig-Yar stationed aboard the crash site during the Battle of Installation 04. Biography After a raid by the Orbital Drop Shock Trooper|ODSTs led by First Lieutenant Melissa McKay, he was assigned to inspect and haul cargo coming on to the crashed vessel for use by the Covenant who occupied it. This was to make sure that Flood did not infiltrate the vessel.Halo: The Flood, ''pages 296-299'' He was placed under the command of Yayap, after the Unggoy arrived at the site following a failed battle at Alpha Base (Installation 04)|Alpha Base. He did not like the Grunt, criticizing him and calling him a "Gas Sucker". Nevertheless, he complied with the Yayap's orders because he had no choice. He, along with Jak and Bok, tried to make Yayap's life difficult anyway. After Bok was killed by a group of Flood hiding in a cargo pod, Yeg suddenly became much more respectful of the Grunt. It is unknown what happened to Yeg, though it was very likely he was killed when John-117 detonated the ''Pillar of Autumn'''s engines, or during his infiltration. Though it is possible he escaped along with a large number of other Covenant. List of appearances ''Halo: The Flood'' Sources Category:Kig-Yar characters Category:Covenant military personnel
|gender=Male |height= |mass= |hair=Brown |eyes= |affiliation=*Spartan Operations *SPARTAN-IV program |rank=Spartan |sn= |notable= }} Spartan Yeong-hao Holst is a Spartan-IV serving aboard the . Spartan Holst was part of the first class of Spartan-IVs to be augmented and trained and in January 2553 he helped repel an Raid on UNSC Infinity|attempted takeover of the ''Infinity'' by the New Colonial Alliance. Biography Yeong-hao Holst was a veteran of the Human-Covenant War serving in the United Nations Space Command armed forces.''Halo: Official Spartan Field Manual'', ''page 23'' By 2553#January|January 7, 2553, he had been gone through a careful screening process and enrolled as part of the first class of Spartan-IV candidates. He soon thereafter underwent a series of Project ORCHID|biological augmentations which included physical, neurological, muscular, and skeletal enhancements, in addition to gene therapy and an implanted datacluster in his neural interface that could work with Mjolnir armor and artificial intelligences.''Halo: Official Spartan Field Manual'', ''pages 24-25'' After a couple of days of learning to walk again, Jun-A266, a former Spartan-III and the head recruiter for the Spartan-IV program, put Holst and four others through an obstacle course while also facing off against fifty UNSC UNSC Marine Corps|marines within a War Games facility. The other newly-augmented Spartans Holst was teamed up with included Edward Davis, Joel Thomas, Sarah Palmer, and Vladimir Scruggs. During the exercise Holst was downed when he took a non-lethal round from behind at the base of his neck. Spartans Davis, Scruggs, and Thomas were similarly taken out of play, which left only Palmer to reach the end of the course. Jun called the performance against the marines embarrassing and the Commander-in-Chief of the Spartans, Rear Admiral Musa Ghanem, approached the group at that point and implored them to work better as a team next time. Before January concluded Holst and the four others were transferred to the , then under construction in the Sol system's Oort cloud.''Halo: Initiation'', ''Halo: Initiation Issue 3|Issue #1'' The ship's executive officer, Thomas Lasky, met the Spartans upon their arrival and then them via tram to the Spartan Deck. While they were still being introduced to the amenities available on S-deck, a woman's voice sounded over the address system, introducing herself to the entire as Ilsa Zane and announcing she had taken it over. The selection of MJOLNIR Powered Assault Armor (GEN2)|Mjolnir armor in the deck's armor bay was limited then, but Holst and the others didn't hesitate to suit up, even against reservations voiced by Jun.''Halo: Initiation'', ''Halo: Initiation Issue 2|Issue #2'' Before Jun could finish explaining that Zane had once been part of a prototypical phase of the Spartan-IV program, Holst had been outfitted by a Brokkr Armor Mechanism with a MJOLNIR Powered Assault Armor/R variant|Recon variant. Lasky needed to be escorted safely to a working security console so he could try to figure out what was going on, so Jun ordered the Spartans to lead the way. While they were arming themselves with firearms, however, Zane addressed them directly and then from her place on the bridge, proceeded to vent all of S-deck to the vacuum of space. Palmer yelled for Holst to get emergency oxygen Respirator pack|masks for Lasky and Jun, so he broke open a nearby cabinet with an MA5D assault rifle. Palmer and Davis went EVA to assault the bridge from outside the ship, which meant that only Holt, Scruggs, and Thomas were the only Spartans left on S-deck when Alpha Group|a team of six New Colonial Alliance operatives attacked. Holst managed to shield Lasky from fire with his armored body and was then commanded by Jun to get the XO to safety. Lasky protested against leaving without Jun but Holst assured him the former Spartan-III knew what he was doing. Lasky was soon able to seal the three surviving rebels away on the deck and from there he, Jun, and the Spartans made for the bridge. Upon arrival, they found that Spartans Palmer and Davis had been successful in recapturing it.''Halo: Initiation'', ''Halo: Initiation Issue 3|Issue #3'' Following the ''Infinity'''s Requiem Campaign|deployment to the shield world, Requiem, in February 2558, but before its arrival at Ealen IV on March 5 of that year, Spartan Holst was deployed to the surface of a world alongside Palmer, Thomas, Scruggs, the five members of Fireteam Majestic, and two other Spartans.''Halo 4'' ''Halo 4 Limited Edition|Limited Edition'', Infinity Briefing Packet|''Infinity'' briefing packet Equipment Spartan Holst armors himself in MJOLNIR Powered Assault Armor/R variant|Recon-class MJOLNIR Powered Assault Armor (GEN2)|GEN2 MJOLNIR armor. He first selected this variant when faced with a limited selection aboard the ''Infinity'' in the midst of the NCA takeover attempt in 2553, but still wears it as of 2558. During the aforementioned conflict on the ''Infinity'' Holst selected an MA5D assault rifle to arm himself with. Production notes "Holst" is a Germany|German surname but "Yeong-hao" is Korea|Korean. Gallery File:HI Holstheadshot.png|A photo of Holst used during his Spartan-IV training. File:Holst.png|Holst is shot from behind during a War Games exercise. File:Holst2.png|Holst meets CINCSPAR Musa Ghanem for the first time. File:Holst3.png|Holst is armored in Mjolnir for the first time. File:HI HolstO2.png|Holst distributes oxygen masks. File:Holst6.png|Holst stands at the ready. File:Holst4.png|Holst escorts Lasky to safety. File:Holst5.png|Holst shields Lasky from enemy fire. File:HI S-IVs.png|Holst joins other Spartans on a deployment. List of appearances ''Halo: Initiation'' Sources Category:Spartan-IVs|Holst, Yeong-hao Category:Human characters
|gender=Female |height= |mass= |hair= |eyes= |affiliation=Insurrection |rank-title |sn= |notable= }} Yera Sabinus was an insurrectionist philosopher. Biography In 2495, Yera was incarcerated at Colonial Administration Authority Detention Center 3063-OM-Y. She died during a cellblock riot and a journal of hers that she had been writing in her own blood on toilet paper was discovered soon afterward under her bed during a facility-wide shakedown. Her words were scanned into the inmate record at the prison and became immortalized. Her journal held no indication that she had anything to do with starting the riot and over sixty years later, the Forerunner archeon-class ancilla, Intrepid Eye, suspected that an enterprising guard had taken advantage of the chaos to silence an unruly prisoner.''Halo: Retribution'', ''Chapter 5'' List of appearances ''Halo: Retribution'' Sources Category:Human characters|Sabinus, Yera Category:Insurrectionists|Sabinus, Yera
Yermo is one of the five continents on the planet Sanghelios in the Urs system. Overview The region of Iruiru was located in Yermo, at the continent's western tombolo clusters. Northern Yermo features mountain ranges and is home to the velithra. Yermo once housed the most prominent war college on Sanghelios, and still houses Iruiru Armory|an armory in its Iruiru region. The renowned state of Vadam is located in the continent.Halo: The Cole Protocol, ''page 87'' Locations Iruiru *Iruiru Armory Vadam *Kolaar Mountain *Kolaar Manufactorum *Unidentified Sangheilian desert *Vadam Harbor *Vadam keep *Vadam Valley History Towards the final years of the War of Beginnings, parts of the continent were attacked by the San'Shyuum Reformists when Sanghelios was invaded. Several states of Yermo were attacked, including Vadamthough, the state's Vadam keep|keep was able to survive the attack.Halo: The Cole Protocol, ''page 90'' Vadam was once again attacked, in 2553 by the Servants of the Abiding Truth, during the Blooding Years.Halo: The Thursday War, ''page 114'' This conflict also saw the destruction of the continent's war college between 2553 and 2555. Trivia "Yermo" is also a type of Wikipedia:Yermo xanthocephalus|plant, as well as a Wikipedia:Yermo, California|city. List of appearances ''Halo: The Cole Protocol'' ''Halo: The Thursday War'' ''Halo: Hunters in the Dark'' Sources Category:Sanghelios locations Category:Continents
Yes No You Decide is an achievement in ''Halo: The Master Chief Collection''. It is awarded by finding the Data Pad 19 on Lone Wolf on Legendary difficulty in ''Halo: Reach'', located in a pipeline segment east of Rally Point Omega.
Yes, Sensei is a Multiplayer achievement in ''Halo: Reach''. It was awarded when a player earned a First Strike in a matchmaking game. Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable. Trivia The achievement's name is a reference to the 1984 film ''Wikipedia:The Karate Kid|The Karate Kid'', in which the antagonistic Cobra Kai dojo advocates striking first, and striking without mercy. Sensei means both "teacher" and "first strike" in Japanese., page 27 Sources
Flotilla of Unsung Piety |rank=Shipmaster |notable= }} Yey 'Mootasee was a Sangheili officer formerly in the service of the Covenant military|armed forces of the Covenant. During the Human-Covenant War, he served as a shipmaster in the Fleet of Inexorable Obedience under Fleetmaster Nizat 'Kvarosee, before joining 'Kvarosee's cadre of mutineers in the Flotilla of Unsung Piety following 'Kvarosee's "reassignment" for his failures at the Battle of Zhoist. 'Mootasee would later take command as shipmaster of the intrusion corvette ''Divine Whisper'', and was presumably killed in the Space warfare|space combat of the Battle of Netherop. Biography Yey 'Mootasee served as one of the loyal shipmasters serving under Fleetmaster Nizat 'Kvarosee in the Fleet of Inexorable Obedience during Nizat's conquest of humanity in the first year of the Human-Covenant War. Following the fleet's failure to defend Zhoist from the United Nations Space Command, 'Kvarosee was summoned back to High Charity for reprimand by the Hierarchs. To attend the meeting, 'Kvarosee was escorted by his steward Tam 'Lakosee and eight shipmasters of the fleet - one of whom was 'Mootasee. The nine warriors served as a bodyguard for 'Kvarosee against potential Silent Shadow assassins and carried s and Energy sword (fiction)|energy swords to make up for the unarmed nature of the fleetmaster, while also carrying a number of boxes containing shards of glass taken from the Glassing|glassed worlds of Nizat's conquest to add to the Shard Chamber of High Charity. Following Nizat's failed meeting with the Hierarchs, Nizat was ordered to return his Luminal Beacon to the Beacon Keeper before returning to ''Pious Rampage'' for "reassignment". Unwilling to accept a mere assassination, 'Kvarosee instead killed the Covenant Honor Guard|Honor Guardsmen guarding the Beacon Keeper's Vault and then requested his escort to trust him and his judgement. The ten entered the vault and were able to rouse the Beacon Keeper from his sleep, getting him to hand over the remaining Luminal Beacon (and the beacons' receiver units) before tying him up and putting him in one of the storage lockers as not to sound the alarm. At this point, Yey 'Mootasee pointed out that the Beacon Keeper could have hidden mechanisms in place to sound the alarm even while tied up, and felt that they should silence the San'Shyuum as to prevent their escape from being hindered. Nizat agreed, and all ten warriors plunged their energy swords into the Beacon Keeper's chest to confirm their devotion to Nizat and his newly-founded Flotilla of Unsung Piety. Yey took command of the intrusion corvette ''Divine Whisper'', and would later report the detection of a D75-TC/r Pelican in orbit over Netherop with no apparent mothership to speak of. This led Nizat to correctly assume the presence of the prowler , and the start of his mission to destroy the Office of Naval Intelligence. By the end of the Battle of Netherop, the Helios Ultra dispatched to hunt down Nizat reported that all of the corvettes of the flotilla had been destroyed with the exception of ''Quiet Faith'' and ''Silent Truth''. As such, 'Mootasee was presumably killed aboard ''Divine Whisper''. List of appearances ''Halo: Oblivion'' Sources Category:Sangheili characters Category:Covenant military personnel
Yimblap is an Unggoy with the title of "Meltermaster" who is known to pilot a Goblin|Beam Goblin exoskeleton as a Unggoy jockey|jockey. Spartan-IV supersoldiers aboard the train against a simulated version of Yimblap in Warzone.''Halo 5: Guardians'' List of appearances ''Halo 5: Guardians'' Sources Category:Unggoy characters
Dr. Yin-Finto is a nanotechnology research scientist. She was given a job offer for a research position on Titus sometime prior to 2535. Catherine Halsey|Dr. Catherine Halsey tried to contact her at one point to help develop nanofabrication technology for MJOLNIR Powered Assault Armor|Project MJOLNIR.''Dr. Halsey's personal journal'' List of appearances ''Halo: Reach *''Dr. Halsey's personal journal'' Sources Category:Human civilians Category:Human characters
File:Yoink.jpg|thumb|112px|The medal as it appears in ''Halo: Reach''. Yoink is a multiplayer, campaign and Firefight medal in ''Halo: Reach'' that is awarded for killing an enemy while they are in the process of being assassination|assassinated. It is the opposite of Showstopper, which is gained by killing an enemy that is in the process of performing an assassination. Though the medal can be earned by interrupting an enemy's assassination in Free-For-All and Multi-Team games, in standard team games the only way to earn the medal is to steal kills from teammates. Trivia Its appearance is superficially similar to the ''Maybe Next Time Buddy'' achievement in ''Halo 3''. Its name is a reference to ''Red vs Blue'' in which when a character steals something, they say "Yoink!" The word ''Yoink!'' is used on the Halo Bulletins and Halo Waypoint's forums to censor curse words, similar to Blam!. The Yoink medal does not appear in ''Halo 4''. Though players can still kill players who are being assassinated, no special medal is awarded. It is possible the medal was discontinued because 343 Industries did not wish to reward players for stealing kills from teammates. Sources
YOLO Strats is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the 15 minute par time on the level The Arbiter. The achievement is worth 10 Gamerscore and can be unlocked on any difficulty. Trivia The achievement is named for the ''Halo'' speedrunning meme of using "YOLO (You Only Live Once) Strats," or strategies that risk death for the sake of fast game completion.
|population= |colonized= |government=Covenant }} Yonhe is a small Natural satellite|moon located in the Orion Arm, formerly within the dominion of the Covenant Empire. The moon is the homeworld of the Yonhet. Overview Yonhe is considered a small moon. Ecology Yonhe was the homeworld of the Yonhet species. Axl - A smuggler/trader. History When Yonhe was discovered by the Covenant, the Yonhet's small native population was viewed as militarily insignificant, with there being little value in considering them as full signatories to the Covenant Empire. Instead, Yonhe and the Yonhet were incorporated into the Covenant fringe. Production notes Yonhe is mistakenly referred to as "Yonhet" in "Halo: Nightfall: ONI: Walk the Path|ONI: Walk the Path", a Second Story that was released alongside ''Halo: Nightfall''. List of appearances ''Halo: Nightfall'' *''Halo: Nightfall: ONI: Walk the Path|ONI: Walk the Path'' Sources Category:Moons Category:Homeworlds Category:Covenant worlds
|weight=54.490.7kg |distinctions=Humanoid, four nostrils, gills |lifespan= |homeworld=Yonhe |techlevel= |notable-person=*Axl Elld Tomn |othernames=Smugglers |languages=Yonhetian }} }} The Yonhet, colloquially nicknamed Smugglers, are a humanoid Sentience|sapient species associated with the Covenant. They are part of what is commonly known as the Covenant fringe, a collection of various species that used to serve the Covenant's interests in various peripheral roles. Named after their home moon of Yonhe, they are known as traders and smugglers. History When the Yonhet first came into contact with the Covenant, they were viewed as militarily insignificant. With a relatively small population, there was little value in drafting the Yonhet as full signatories to the Covenant empire. However, their skills at acquiring a large variety of items that were considered difficult to locate gave them flexibility and a high degree of tolerance within the Covenant. The Covenant did not doubt the Yonhet's loyalty due to their (feigned) devout acceptance of the Covenant religion|"Great Journey", although there was an element of cynicism to their adherence to the Covenant faith. The Yonhet were instead incorporated into the Covenant fringe, a collection of species that provided various strategic and infrastructure-related advantages to the Covenant, but were militarily and politically insignificant. They were generally employed to salvage abandoned worlds, transport recovered Forerunner relics and clear derelict shrines under the vigilant eye of Covenant-appointed administrators. They were not permitted to serve in the Covenant military, due to a belief they held little value as warriors - meaning they were a relatively rare sight closer to the Human colonies|front lines of the Human-Covenant War. Throughout most of the war, many Yonhet remained in hiding both because they felt it was a fight that was not theirs, and the growing scale of the conflict had made exploration and trade much too dangerous and difficult for them. With the Covenant attention on humanity, the Yonhet instead began to quietly disperse and escape the clutches of the empire - though its Great Schism|collapse in 2552 saw them begin to take a more active role in the Post-Covenant War conflicts|post-war galaxy. With the Covenant's demise as the end of the war, the Yonhet began to emerge in hopes that the coast was clear enough to make a profit from the fleeting peacetime and political uncertainty. Taking advantage of the chaos and confusion of the Treaty period, they have since began to have a myriad of varied interactions with the Covenant remnants|remnant factions of the former-empire. Some of the fledgling warlords have turned to the Yonhet to take advantage of their natural skills, giving some Yonhet individuals trusted roles. Others were not as fortunate as some avaricious warlords instead oppressed and enslaved them. Some Yonhet were sold into slavery by Kig-Yar. Biology While Yonhet appeared to be humanoid species, they were among the more unapproachable and misunderstood. Male Yonhet are hairless with milky-pale skin, deep-set eyes with sagging skin beneath, and drooping mouths lined with short, sharp teeth. Their foreheads are wrinkled in deep folds, although their cheek and brow bones are sharp and prominent. Their heads sport strange pocks and markings. The Yonhet have two sets of slit-like nostrils cut into a wide nose, as well as a series of gills along their jawline. File:HE22 Yonhet.jpg|thumb|250px|A group of Yonhet. The Yonhet seem to possess an innate talent for the acquisition of various difficult to find items. They are also noted to have a natural skill at "sniffing out" Forerunner relics, and despite their predisposition for trade and smuggling being in some ways similar to the Kig-Yar, many Sangheili consider the Yonhet more reliable. Culture The native language of the Yonhet is known as Yonhetian, and many members of the species also speak the Covenant's trade pidgin. As a distinguishing trait, Yonhet seemingly refer to themselves in the third person in everyday speech. Gallery File:Enc22 Yonhet Full.jpg|A well outfitted Yonhet smuggler. File:HN Axl.jpg|Axl, a Yonhet trader and smuggler. File:HE Slavers.jpg|Yonhet, along with humans and Unggoy, enslaved by Kig-Yar pirates on Ven III. List of appearances ''Halo: Escalation'' ''Halo: Nightfall'' ''Halo 5: Guardians'' ''Halo: Fractures'' *''What Remains'' *''Rossbach's World (story)|Rossbach's World'' ''Halo: Legacy of Onyx'' ''Halo: Bad Blood'' ''Halo: Renegades'' Sources Category:Yonhet| Category:Sapient species Category:Covenant species
Yonhetian is the language of the Yonhet species. The Yonhetian language seemingly makes use of illeism in everyday speech, as Yonhet individuals casually refer to themselves in the third person instead of the first person.Halo: Nightfall, ''Episode One'' Apart from their native tongue, Yonhet traders and smugglers also speak the Covenant trade pidgin language. List of appearances ''Halo: Nightfall'' Sources Category:Languages
File:HINF - Yoroi armor core.jpg|thumb|300px|The Yoroi armor core in ''Halo Infinite''. }} The Yoroi is an armor core employed by samurai of the 343 clans of the Imperial Court in the Tenrai Fractures|Fracture. In-game information The Yoroi armor core was originally unlockable by attaining level 5 on the Event Pass during the Fractures: Tenrai event in Season 01: Heroes of Reach, the first season of ''Halo Infinite'' multiplayer. Customization options for the Yoroi are unlocked by attaining later levels of the Event Pass or purchasing Shop Bundles from the ''Halo Infinite'' in-game shop during the weeks when the Fracture: Tenrai event is live. With the release of the December update during ''Halo Infinite's'' Winter Update, the Yoroi armor core was granted to all players for free. The armor core gained new cosmetics during Season 04: Infection with the release of the Fractures: Tenrai II|Tenrai II and Fractures: Tenrai III|Tenrai III events. {| class"width: 100%;" | ! scope"width: 15%" |Armor core ! scope"width: 15%"|Manufacturer ! scope"width: 40%" |Lore ! scope"width: 10%" |Rarity ! scope"width: 20%" |Unlock Requirements | |align="center"|File:HINF Yoroi Core Icon.png|75pxYoroi |Fracture: Tenrai |Wrought of the finest blessed ores and cooled by the breath of a thousand saints, each YOROI is a masterpiece of art and war. When its bearer falls, the armor is reclaimed and refitted for another young warrior eager to prove their worth. |Legendary | Fractures: Tenrai Event Pass level 5 Unlocked by default as of December 2022 Update |} Production notes The physical architecture of the Yoroi armor draws inspiration from its namesake, a Wikipedia:Japanese armour|Japanese armor named ''Wikipedia:O-yoroi|o-yoroi'', which is Japanese for "great armor" and was worn by the Japanese samurai. The armor core features Wikipedia:Lamellar armour|horizontal rows of armor plates on the arm shoulders, while the armor below the waist resembled the ''haidate'', which were thigh guards that tied around the waist and covered the thighs. The HIKESHI and KABUTO helmets feature characteristics like a large crest on the helmet and a neck guard made of curved plates. The Swordsman's Belt adds a ''Wikipedia:Uwa-obi|uwa-obi'' around the waist, with the ''Wikipedia:Tanto|tanto'' handle typically facing towards the wearer's right-hand side for use when grappling in close quarters. The Ever-filled Juzu features the ''juzu'', which were rice rations carried by samurai and named after Wikipedia:Prayer beads#Buddhism|Buddhist prayer beads. The Twin Dragons chest piece includes a pair of wikipedia:Sai (weapon)|sai, pronged weapons associated with ninja. ''Hikeshi'' is Japanese for "Wikipedia:Fires in Edo|firefighting". The HIKESHI helmet, especially its ''shikoro'' neckguard, bears a strong resemblance to the modern Japanese firefighter helmet, characterized by its flaps, the design of which has descended from the Edo period, when the ''hikeshi'' (firefighting) system and ''buke hikeshi'' (samurai firefighters) were introduced. ''Wikipedia:Chonmage|Chonmage'' is a type of traditional Japanese topknot haircut worn by men and commonly associated to samurai. The CHONMAGE helmet features a protrusion which resembles the topknot. ''Wikipedia:Kabuto|Kabuto'' is "combat helmet" in Japanese, though it commonly refers to helmets worn by ancient Japanese warriors and samurai. ''Wikipedia:Yokai|Yokai'' refers to the supernatural entities and spirits in Japanese folklore. Similar to the ''Yokai'', which often have animal features, the YOKAI helmet possesses animalistic horns and teeth. ''Hakushika'' is Japanese for "white deer". Deer are considered sacred in Buddhism and Shintoism, and the hakushika in particular is the subject of a Chinese legend: wikipedia:Emperor Xuanzong of Tang|Emperor Xuanzong is said to have encountered a white deer adorned with a medallion distinguishing the animal as being over 1,000 years old, and the emperor interpreted this as a sign that his own life would be long and prosperous. The HAKUSHIKA helmet's Unshed Valor attachment resembles deer antlers. ''Kawari'' is Japanese for "exotic" and refers to an "unusually shaped" style of samurai helmets that emerged in the 16th century. These helmets were believed to have been worn by elite soldiers. They emphasized form over function, serving as personal identifiers during combat and also displaying the wearer's taste and importance during formal occasions. The KAWARI helmet's ostentatious peak is typical of the kawari style. A ''Wikipedia:Hatamoto|Hatamoto'', Japanese for "Guardian of the banner", was a high ranking samurai in the direct service of the Tokugawa shogunate of feudal Japan. Season 04 saw the Yoroi core's icons being updated, following the same theme as the Mark VII armor core, featuring a green visor, an altered image angle, and the removal of the Gatekeeper shoulders from any applicable render. File:HINF Hikeshi Helmet Icon.png File:HINF Chonmage Helmet Icon.png File:HINF Kabuto Helmet Icon.png File:HINF Yokai Helmet Icon.png File:HINF - Helmet icon - Hikeshi (Season 04).png File:HINF - Helmet icon - Chonmage (Season 04).png File:HINF - Helmet icon - Kabuto (Season 04).png File:HINF - Helmet icon - Yokai (Season 04).png During Fractures: Tenrai II, the Graceful Leaves icon was shown as a utility that appeared in both sides of the hip, but only the one on the left side appeared in-game. In Fractures: Tenrai III, the icon was fixed and now it shows the correct version of the utility. File:HINF - Utility icon - Graceful Leaves.png|The Graceful Leaves utility as shown in Fractures: Tenrai II event. File:HINF - Utility icon - Graceful Leaves updated.png|The Graceful Leaves utility as shown in Fractures: Tenrai III event. The CHONMAGE helmet's design is based on the MJOLNIR Powered Assault Armor|Mark VI GEN1 variant of the EVA-class Mjolnir|EVA helmet seen in ''Halo 3'', featuring a very similar visor shape and indentations, along with a similar mouthguard design. The YOKAI helmet's design is based on the LOCUS-class Mjolnir|LOCUS helmet seen in ''Halo 4'' and ''Halo 5: Guardians'', albeit featuring additional horns, a simplified mouth design with teeth, and a nose sculpt. Gallery File:Hinf-Concept-Yoroi designs.png|Concept art of armor for the Yoroi core, seen during the ''Halo Infinite'' Multiplayer Technical Preview Overview in July, 2021. File:HINF - Yoroi armor core - Kyle Hefley - 00002.jpg|A high-poly turnaround of the Yoroi armor core. File:HINF - Yoroi helmets - Kyle Hefley - 00003.jpg|A high-poly turnaround of the Yokai helmet. File:HINF - Yoroi helmets - Kyle Hefley - 00004.jpg|A high-poly turnaround of the Kabuto helmet. File:HINF YoroiPromoArt.jpg|Limited-edition Comic-Con screenprint featuring Yoroi armor. File:HINF EventFracture Tenrai banner.jpg|The main promotional key art for the Tenrai event, featuring Yokai and Hikeshi-clad Spartans. File:HINF FracturesYoroi.png|Promotional artwork of the Yoroi armor, used as the Tenrai event's banner in-game, featuring a Spartan with the Kabuto helmet. File:HINF Heart Piercer Bundle.png|A store icon featuring a Spartan wearing the Kunai of the Hidden Hand chest. File:HINF - Chonmage bundle promo.jpg|Promotional image of the Chonmage armor bundle for the Yoroi armor core. File:HINF - Silent Sentry bundle promo.png|Promotional image of the Silent Sentry bundle for the Yoroi armor core. File:HINF-S4TenraiSpartan.jpg|Season 04 Yoroi armor. File:HINF-StoreSocialDragonborn.jpg|Promotional image of the Dragonborn bundle featuring Kawari and Hakushika-clad Spartans. File:HINF MPRevealTrailer Yoroi 2.png|A frontal view of the Yoroi core, first introduced in the A New Generation trailer. File:HINF_Yoroi-class Mjolnir 3.png|A Kabuto-clad Spartan wielding an Energy Sword. File:HINF - MP Overview - Yoroi preview.png|A Kabuto-clad Spartan, seen during the ''Halo Infinite'' Multiplayer Overview. File:HINF-Chonmage.jpg|Armor customization menu for the Yoroi core in ''Halo Infinite''. File:HINF - Event - Tenrai II - 00002.png|A Spartan with the Hikeshi helmet on Live Fire during the Tenrai II event. File:HINF - Event - Tenrai - 00003.png|A Spartan with the Chonmage helmet on Fragmentation. File:HINF - Yoroi armor - Yokai - 00001.png|A Spartan with the Yokai helmet on Recharge. File:HINF - Event - Tenrai - 00002.png|A Kabuto-clad Spartan with an MA40, alongside a FIREFALL-class Mjolnir|Firefall-clad Spartan-IV. File:HINF-YoroiRecharge.jpg|Three Kabuto-clad Spartans and a Yokai-clad Spartan win a game on Recharge. File:HINF-Hakushuka&UnshedValor.png|A Hakushika-clad Spartan on Behemoth. File:HINF - Yoroi armor - Kawari - 00001.png|A Kawari-clad Spartan, utilizing armor from the Kawari bundle on Shiro. File:HINF - Yoroi armor - Hatamoto - 00001.png|A Hatamoto-clad Spartan, wearing the Heaven's armor set from the Tenrai III event, with a customized MA40 assault rifle. File:HINF - Yoroi armor - Otomosho - 00001.png|An Otomosho-clad Spartan utilizing a Sentinel beam on Opulence. File:HINF - Season 05 trailer - Cross-core helmets - 00003.png|An unreleased Yoroi helmet, seen during the Season 05: Reckoning trailer. List of appearances ''Halo Infinite'' Notes Sources Category:Halo Infinite multiplayer armor permutations
You Are The Weapon is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by killing a Mgalekgolo|Hunter with a single round from an M6D magnum. The achievement is worth 5 Gamerscore and can be unlocked on any difficulty. Trivia The name of the achievement may be a reference and response to John-117's quote in the opening cutscene of Cairo Station: "''I need a weapon.''"
You Ate All the Chips is an achievement for ''Halo: Reach'' multiplayer matchmaking added with the Noble Map Pack. The achievement was unlocked by collecting all 4 flags in a round of Stockpile. The player's team needed to collect all four flags, but they did not need to collect them themselves. It is represented by a hand holding a bundle of red flags. Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable. Trivia A possible explanation of why the achievement earns the player 42 gamerscore is that it could be a reference to the proclaimed secret of the universe, 42, introduced in the novel ''Wikipedia:The Hitchhiker's Guide to the Galaxy#The Hitchhiker's Guide to the Galaxy|The Hitchhiker's Guide to the Galaxy''. It could also be a reference to Bungie's favorite number, Seven|7 (67=42). Sources
You Blew It Up! is an achievement for ''Halo: Reach'' multiplayer matchmaking added with the Noble Map Pack. The achievement was earned by destroying a research facility in a game of Invasion on Breakpoint. It is represented by an exploding bunker. Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable. Trivia The title appears to be a reference to the film ''The Planet of the Apes''. Upon discovering the ruins of the Statue of Liberty, Charlton Heston's character exclaims "You maniacs! You blew it up!" The most likely reason for the achievement's unusual gamerscore value is allow the player to have a round number after getting You Ate All the Chips, which gives the player 42 gamerscore. Players did not have to arm the bomb themselves, just be near the bomb as it detonated. Sources
You Can't Handle the Truth is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the 20 minute par time on The Truth and Reconciliation. The achievement is worth 10 Gamerscore and can be unlocked on any difficulty. Trivia The achievement's name is a reference to the classic quote from the film wikipedia:A Few Good Men|''A Few Good Men''.
You Flew Pretty Good is an Achievement in ''Halo: Reach'' and ''Halo: The Master Chief Collection''. Overview In ''Halo: Reach'' the achievement is unlocked by completing the Campaign mission Long Night of Solace (level)|Long Night of Solace on Normal, Heroic or Legendary. In ''Halo: The Master Chief Collection'' the achievement is unlocked by completing Long Night of Solace on any difficulty. The Xbox achievement artwork is a ''Halo: Reach'' concept art of the destroyed Long Night of Solace supercarrier crashed on Reach. Trivia The achievement's name is a reference to a quote by Avery Junior Johnson|Avery Johnson, regarding John-117's landing on the after EVA with a Covenant bomb; "For a brick, he flew pretty good",Halo 2 level ''Cairo Station'' referring to the player in the mission's final cutscene flying through space much like John-117. Sources
You Had it Coming is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the par scores on all ''Halo 4'' campaign levels. The achievement is worth 20 Gamerscore. Though it can theoretically be unlocked on any difficulty, more points are awarded in campaign scoring when playing on higher difficulties. {| cellpadding"1" style="margin:0 auto; text-align:center; max-width:600px; min-width:300px;" ! colspan="3" |Par Scores | !Level !Achievement !Par Score | |Dawn |Gunslinger |25,000 | |Requiem (level)|Requiem |Dark Fortress |22,000 | |Forerunner (level)|Forerunner |Shadow of a Sundered Star |22,000 | |Infinity (Halo 4 level)|Infinity |Jungle Warfare |25,000 | |Reclaimer (level)|Reclaimer |Librarian's Pet |25,000 | |Shutdown |Emergency Shutdown |25,000 | |Composer (level)|Composer |Head Banging |25,000 | |Midnight |Witching Hour |25,000 |}
You met me on Reach! is an achievement in the ''Halo Wars 2'' "Yapyap" DLC, awarded for winning 3 matches as Yapyap in either Multiplayer, Skirmish or Blitz. Trivia The title of the achievement implies Yapyap might have been present during the Fall of Reach, but the canonical status of this is unknown. Sources
You Really Can't Handle the Truth is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the 19,000 point par score on The Truth and Reconciliation. The achievement is worth 10 Gamerscore. Though it can theoretically be unlocked on any difficulty, more points are awarded in campaign scoring when playing on higher difficulties. Trivia The achievement's name is a reference to the par time achievement You Can't Handle the Truth, which in turn is a reference to the famous quote from the film ''wikipedia:A Few Good Men|A Few Good Men.
Your Attention Please is an achievement in ''Halo: The Master Chief Collection''. It is awarded for activating the twenty-seventh ''Halo 3: ODST'' Audio log (Halo 3: ODST)|Audio log on Mombasa Streets. The achievement is worth 5 Gamerscore and can be unlocked on any difficulty. Location The achievement is awarded when the player unlocks their twenty-seventh terminal, regardless of which terminal in the hub that is. For terminal locations, see Audio log (Halo 3: ODST)|here.
Your Heresy Will Stay Your Feet is a Campaign achievement in ''Halo: Reach'' and ''Halo: The Master Chief Collection''. This achievement is awarded when a player kills the Sangheili Zealot in the 5th Campaign level, ''Tip of the Spear'', before he can escape. Trivia The name of this achievement is a reference to a quote by the Prophet of Truth when speaking to Thel 'Vadamee at the end of his trial; "''Soon the Great Journey shall begin. But when it does, the weight of your heresy will stay your feet. And you shall be left behind.''"Halo 2, campaign level ''The Heretic'' Sources
Your Journey Begins is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by completing a single campaign mission or multiplayer match. The achievement is worth 5 Gamerscore and, once unlocked, will reward the player with the MJOLNIR Powered Assault Armor/Mark VI|GEN1 Mark VI armor and helmet in ''Halo 5: Guardians''.
Your Style is an achievement in ''Halo 5: Guardians'', awarded for a player changing their Armor customization (Halo 5: Guardians)|armor permutation in the Spartan Hub. Sources
Your Team is Your Weapon is an achievement in ''Halo 5: Guardians'', awarded for using the squad commands to direct Fireteam Osiris on the first level Osiris (level)|Osiris. Sources
You, Me, Same Page is an achievement in ''Halo Infinite''. It is unlocked by destroying all cooling towers at Site Novem in 60 seconds in Co-Op. This achievement awards the player 20 Gamerscore.
You're Joking is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by completing the ''Halo 4'' campaign on Legendary in under 3 hours. The 3 hour time limit is calculated as the sum of the player's best times on each level on Legendary on either solo or co-op; players can view their best times on their Halo Waypoint service record. As a guide, players should roughly aim for the Easy As One Two Three|par times as they total 2:40. Trivia The achievement is named for ''Halo'' speedrunner , who held the world record speedrun for ''Halo 4'' on Legendary in 2014. Sources
You're No Chips is an achievement for ''Halo: The Master Chief Collection''. This achievement is obtained in the level Composer (level)|Composer when the player listens to two UNSC Marine Corps|Marines conversations during their testing of a HRUNTING/YGGDRASIL Mark IX Armor Defense System|Mantis.
You're Up, Rook' is an achievement in ''Halo Infinite''. It is unlocked by completing a ranked match. This achievement awards the player 5 Gamerscore. It is represented by a Rank (Halo Infinite)|multiplayer rank icon of 1.
You've been busy is an achievement in ''Halo Wars 2'', awarded for winning three matches as Jerome-092|Commander Jerome in either Multiplayer, Skirmish or Blitz. Trivia The achievement's name is a reference to a quote said by Isabel to Jerome-092 in ''Under the Dark''. Sources
You've got a case of the Birely is an achievement in ''Halo Wars 2'', awarded for recycling your base in the first 5 minutes and then winning in a Skirmish Match against Legendary AI. Sources
Yprin Yprikushma was a key figure of the prehistoric Prehistoric human civilization|spacefaring human empire. By the human-Forerunner wars, she held the rank of Political and Morale Commander.Halo: Primordium, ''pages 237-238'' Biography Nothing is known about Yprin Yprikushma's early life, it is unknown when she was born and who she was born to, as well as where within the human empire she was born. Yprikushma and her science team discovered the ancient being known as the Primordial buried within a desolate planet at the edges of the Milky Way|galaxy 40 years before the last major conflict with the Forerunners. She recognized the entity's scientific potential as a biological artifact and brought it to Charum Hakkor in a stasis capsule for study and questioning. According to Yprikushma, the information gained from the Primordial saved billions of human lives in humanity's conflict with the Flood; however, her sworn opponent, Forthencho, disputed this, claiming it was the humans themselves who came up with the "solution" to the Flood and arguing that the Primordial caused the downfall of humanity's civilization by gravely demoralizing them.Halo: Primordium, ''page 227'' Yprikushma also traced humanity's origins to Earth|Erde-Tyrene, a source of much dispute to the ancient humans, as humanity had lost most of their records during a technological dark age in their ancient past. Others, such as Forthencho, believed humanity's origins to be elsewhere, having witnessed ruins built by humans on many other worlds and evening the Forerunners themselves was also intersected in humanity's origins. Regardless of the opposition, Yprikushma's discovery of humanity's likely true homeworld gained her the lofty status she held during the war with the Forerunners. In addition, it was her idea to analyze Forerunner technology and tactics gained from humanity's early conflicts with the Forerunners - technology that bought humanity decades of time against the numerically overwhelming and technologically superior Forerunner military. During the Siege of Charum Hakkor|final battle of Charum Hakkor, she commanded a special force group of 7,000 warriors and 70 ships, tasked with defending the Charum Hakkor arena, the site of the Primordial's timelock.Halo: Primordium, ''page 240'' The overwhelming final assault led by the Didact himself eventually broke through Charum Hakkor's defenses and humanity's remaining forces were forced to surrender. Despite knowing her impending execution, she had hoped to warn the Forerunners about the Flood in order to ensure the safety for the rest of the galaxy.Halo: Primordium, ''page 241'' Yprikushma's consciousness was Mind transfer|extracted by a Composer in Citadel Charum and archived at the behest of the Librarian. Nine thousand years later, the Librarian imprinted Yprikushma's archived personality into the genetic material of a Florian known as Riser as part of a ''geas''. Some time after awakening within Riser after he had landed on Installation 07, she "reunited" with Forthencho, whose personality was in turn carried by another human, Chakas. The two ancient figures started arguing with one and other as soon as they introduced themselves through Chakas and Riser.Halo: Primordium, ''page 225'' After Riser and Chakas were captured by Mendicant Bias, the rampancy|rampant Contender-class artificial intelligence|Contender-class ancilla in control of Installation 07, Yprikushma's imprint was removed from Riser and placed into a monitor shell; the same procedure was done to many other humans who also carried archived human memories. Mendicant Bias promised the ancient humans revenge on the Forerunners, if their former carriers cooperated with it in saving the Halo from an impending collision with Wolf-faced planet|a planet. Yprikushma and Riser evidently complied, and were taken to a control station to interface with the Halo's controls. What became of Yprin Yprikushma after the IsoDidact captured Installation 07 is unknown and she was never mentioned again. Her geas' fate is unknown.Halo: Primordium, ''page 307-311'' Physical description When represented by a holographic projection, Yprikushma was described as "blocky-looking" and "stout as a bull". Gallery File:HM-AncientHumans.png|(Far Right to bottom left) Yprin with Forthencho in ''Halo Mythos''. List of appearances ''Halo: Primordium'' ''Halo Mythos'' Sources Category:Archaeohominid characters Category:Female characters
formerly brown |eyes=Pale blue |affiliation=UNSC Navy |rank=Vice AdmiralHalo: Ghosts of Onyx, ''pages 104-105'' |sn= |notable= }} Vice Admiral Ysionris Jeromi is a human Vice Admiral|flag officer of the UNSC Navy and the commanding officer of the . His exploits during the Human-Covenant War as the commanding officer of the ''Hopeful'' have made VADM Jeromi a legend throughout the colonies. Biography On multiple occasions, Jeromi has taken the , a ship with no weapons or armor to speak of, into battle to save the lives of the critically wounded aboard damaged ships. He has saved tens of thousands of lives, and more than once faced a court-martial. He had gained and lost rank over the years, but he has also won the UNSC's Colonial Cross twice. He was a four-star admiral in 2525, and a three-star vice admiral in 2551. He was a personal friend to Dr. Catherine Halsey, and analyzed a number of 'hypothetical' experiments on List of animals|bonobo chimpanzees for Dr. Halsey in 2525. She was his star pupil, and he had never approved of her working with the Office of Naval Intelligence. He was a mentor to her and his disapproval made her decisions more difficult.Halo: The Fall of Reach, ''pages 56-57'' He sent her UNSC Priority Transmission 09872H-98, detailing his objections to a "hypothetical" augmentation process and the dangers of such a process. The experiments he conducted were later used on the SPARTAN-II soldiers. However, he was not made aware of this and likely would have objected if he had known. In 2551, he was present on the ''Hopeful'' while the SPARTAN-III soldiers of Gamma Company were brought aboard for Project CHRYSANTHEMUM|their augmentation procedures. He was suspicious of Lieutenant Commander Kurt Ambrose, especially after a message arrived for the Spartan from a secret Slipspace COM launcher. Gallery File:Jeromi_by_Halsey.jpg|Vice Admiral Ysionris Jeromi, as drawn by Dr. Catherine Halsey List of appearances ''Halo: The Fall of Reach'' ''Halo: Ghosts of Onyx'' ''Halo: Reach'' *''Dr. Halsey's personal journal'' ''Halo: Fall of Reach'' *''Halo: Fall of Reach - Boot Camp|Boot Camp'' ''Halo: The Fall of Reach - The Animated Series'' Sources Category:Human characters|Jeromi, Ysionris Category:UNSC Navy officers|Jeromi, Ysionris
The Yucatan Peninsula is a peninsula on the southeastern edge of Mexico on Earth. The island of Cozumel sits off the eastern coast of the peninsula. History During the Covenant Battle of Earth|occupation of Earth in 2552, they conducted extensive underwater excavation operations in the area, looking for Forerunner artifacts. Blue Team, comprised of SPARTAN-II program|Spartans Frederic-104, Linda-058 and William-043, stopped these operations.''Halo: Ghosts of Onyx'', Chapter 23 List of appearances ''Halo: Ghosts of Onyx'' Sources Category:Earth
Yull was an Unggoy stationed aboard the ''Rapid Conversion'' and was part of Dadab's group. He was the first true Covenant casualty of the Human-Covenant War. Biography He was one of the Unggoy who Dadab had attempted to minister to about the Great Journey, and as such was one of those picked by Chieftain Maccabeus to accompany him to the parley with the humans on Harvest.Halo: Contact Harvest, ''page 225'' After discovering the human colony of Harvest, the Covenant believed it was home to numerous Forerunner artifacts. Yull was one of the Unggoy to land on Harvest's surface when the Covenant and humans attempted to make a peace treaty. He became nervous when he saw humans and killed Osmo by jumping on him, biting and clawing at him, ripping his stomach apart. He was then killed by Tartarus, who pulled off his mask and threw him into a whirlpool and down a series of waterfalls because he threatened the Jiralhanae's plans. He would die of suffocation.Halo: Contact Harvest, ''page 213'' After the incident which led to the beginning of the War, Maccabeus coldly informed Dadab of Yull's death, and of how apparently his "teachings" had ultimately been useless. Flim later mocked Yull, claiming he was stupid.Halo: Contact Harvest, ''page 307'' List of appearances ''Halo: Contact Harvest'' ''Halo Mythos'' Sources Category:Unggoy characters Category:Covenant military personnel
Yuma was a mechanic stationed on the planet Reach.''Halo: The Fall of Reach'', Adjunct Biography On July 19, 2552, Yuma was mentioned by Sergeant Alasdair R. Schicker in a conversation to Sergeant Joseph M. Poteet, in which according to them a group of Spartans went past them. List of appearances ''Halo: The Fall of Reach'' *''Halo: The Fall of Reach#2010 bonus content|Adjunct'' Sources Category:Human characters Category:UNSC personnel
Yushala is a major city on the Outer Colony of Talitsa, loosely under the control of the Unified Earth Government. In 2493, 2516, and 2520, several major uprisings occurred in Yushala and other major population centers of Talitsa, including Bedinka, Irbit, and Khutors. Trivia Yushala is a location in Wikipedia:Sverdlovsk Oblast|Sverdlovsk Oblast, Wikipedia:Russia|Russia. Sources Category:Human cities
Yutrzenika was a male Orbital Drop Shock Trooper stationed aboard the in 2552. Biography Yutrzenika was one of many Marine personnel assigned to the in August 2552, serving in the battalion commanded by Major (UNICOM)|Major Antonio Silva. With the Fall of Reach on August 30 of that year, the ''Autumn'' was able to escape the planet's destruction, arriving at Installation 04 along with its crew and complement, including Corly. Covenant forces immediately began an attempted Battle over Installation 04|boarding action of the ship, prompting a general evacuation as the ''Autumn'' was crashed onto the surface of the Halo Array|ring. After Landing on Installation 04, Yutrzenika was assigned to guard the personal quarters of Major Silva at Alpha Base (Installation 04)|Alpha Base alongside another ODST. Despite having been in combat to take the base the day prior, the troopers were sharp-eyed and regarded John-117 with disdain as he reported for duty. Yutrzenika attempted to mock the SPARTAN-II program|Spartan's service tag of "SPARTAN-117", before being shut down by First Lieutenant Melissa McKay - who pointed out that Yutrzenika's own surname was also unusual. Yutrzenika's fate following the Battle of Alpha Base is uncertain, though he was almost certainly killed by the time of Installation 04's destruction three days later - along with the rest of the UNSC contingent on the ring. List of appearances ''Halo: The Flood'' Sources Category:Orbital Drop Shock Troopers Category:Human characters
Yvain is a member of the UNSC Navy and a crewman serving aboard the . In 2531, he was present for the Battle of Arcadia and the Battle of Trove. Following these events, he and the rest of the crew aboard the ship entered Cryonics|cryostasis, having sacrificed the ship's slipspace drive to destroy Trove. He was awoken in 2559 after the ''Spirit of Fire'' arrived at Installation 00.Halo Wars 2 List of appearances ''Halo Wars 2'' Sources Category:Human characters Category:UNSC Navy personnel
The Y'Deio system is a planetary system. It is the only known alien planetary system discovered centuries ago by humanity.Halo Encyclopedia (2009 edition), ''page 307'' (2011 edition) Y'Deio's planetary system consists of at least three planets and an abnormally dense asteroid field. The Kig-Yar homeworld of Eayn orbits the third planet, Chu'ot, a gas giant.Halo 3, ''Bestiarum'' Further out is an asteroid belt, with a number of Kig-Yar colonies built on small planetoids and asteroids, including Dal'koth.Halo: Mortal Dictata, ''page 73'' The numerous asteroid and planetary colonies of Eayn in the system are independently governed. One third of all Kig-Yar live on Eayn in the Y'Deio system, with the rest living on the system's colonies, primarily Muloqt, Kaelarot, and Valyanop.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 155'' (2011 edition)Eleventh Hour reports - ''Report 2'' History The Kig-Yar race evolved on Eayn, the primary natural satellite of Chu'ota gas giant in the system. At some point in the Kig-Yar's history, the clans of Eayn united, and the Kig-Yar species worked together in developing space-travel technology. Shortly afterwards, they established colonies on many small asteroids and planetoids around Chu'ot in the system.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 115'' Some individuals continued their ancient ways of life and became piracy|pirates, preying upon merchant starships. Many pirates operated in "kill-squads" that raided territories and colonies throughout the Y'Deio system. The influx of piracy in the system led to the Eayn government, and other colonial administrations, organizing a militia to help battle the pirates.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 157'' (2011 edition) In 1342, the Covenant arrived in the Y'Deio system with small contingent fleets. The Kig-Yar pirates and militia joined forces in an attempt to fend off the alien intruders. These fleets were directly attacked by ruthless Kig-Yar pirates and mercenaries, leading to a long naval war in the system. Despite the overwhelming force that was the Covenant military, the Kig-Yar used their home system to their advantage. The extremely dense asteroid belt that orbited Y'Deio made it difficult for larger Covenant vessels to navigate around Chu'ot, while the Kig-Yar used the asteroids as refugees.Halo: The Cole Protocol, ''page 157'' The war between the Covenant and Kig-Yar forces culminated in sieges of redoubts on the asteroid colonies surrounding their world.Halo: Contact Harvest, ''page 93'' Eventually, realizing the unlikelihood of them winning the war and the opportunity to profit from the expansion of trade, the Kig-Yar joined the Covenant to serve as an essentially independent entity that operated as mercenaries for the empire.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 121'' (2011 edition) Following the Human-Covenant War and the dissolution of the Covenant, many Kig-Yar returned to the Y'Deio system. The population of Eayn continued to grow within reasonable governing measures, while the system's colonies maintained a very stable economy.Eleventh Hour reports, ''Report 2'' Locations Ap'ot|Ap'ot Port An orbital port city. Chu'ot A gas giant and the third planet in the system. *Eayn The primary natural satellite of Chu'ot and the Kig-Yar homeworld. Kaelarot - An interplanetary colony. Muloqt - An interplanetary colony. Valyanop - An interplanetary colony. Y'Deio asteroid belt An abnormally dense and massive asteroid field located beyond Chu'ot, home to numerous colonies. *Dal'koth An asteroid and a Kig-Yar colony. *T'vao An asteroid and a Kig-Yar colony home to the T'vaoans. List of appearances ''Halo 3'' *''Bestiarum'' ''Halo: Contact Harvest'' ''Halo: The Cole Protocol'' ''Halo Legends'' *''Origins'' ''Halo: Combat Evolved Anniversary'' ''Halo: Mortal Dictata'' Sources Category:Planetary systems
Joyous Exultation Covenant |rank= |sn= |notable= }} Y'gar 'Pewtrunoee was a Sangheili in the Covenant. He was a member of the respected Dn'end Legion and communications officer aboard the ''Incorruptible''. He was the eldest bridge officer and had been blinded in his left eye during combat. He was the most experienced of the officers aboard the ''Incorruptible''. After Tano 'Inanraree, the Shipmaster, was killed by Voro 'Mantakree, 'Pewtrunoee supported 'Mantakree's promotion to Shipmaster.Halo: Ghosts of Onyx, ''page 191'' (''"Tano was devout to the end. But his reasoning in light of recent events, was not sound. This was regrettable, but necessary... Ship Master."'') 'Pewtrunoee was aboard the ship when it escaped the Battle of Installation 05 and the Great Schism to Joyous Exultation. He was then at his post when the ''Incorruptible'' traveled to Onyx, where he was killed in combat during the Onyx Conflict. List of appearances ''Halo: Ghosts of Onyx'' Sources Category:Sangheili characters Category:Covenant military personnel
|rank= |sn= |notable=The brother of Voro Nar 'Mantakree }} Y'zaht is the brother of Voro Nar 'Mantakree and Delo. He still habours a hatred of Human|humanity and currently serves as a trusted lieutenant of Sali 'Nyon. Sources Category:Sangheili characters
The Z- or Zeta-classifications are a system of classification employed by the United Nations Space Command for cataloguing Forerunner technology and materiel. The system serves as a counterpart to the UNSC's type classification system used for cataloguing Covenant technology. The Forerunners have no known system for cataloguing their own technology. Overview The cataloguing system used by UNSC analysts for Forerunner technology sees a given item designated with a Z-, followed by a numerical string. Known strings range from low double digits to quadruple digits, with no apparent indication the numbers employed have any particular inherent meaning (unlike, for example, the Type-designation system's correspondence with the year of cataloguing). Z-classifications are given to a wide array of technology ranging from infantry weapons to Sentinels to even Forerunner starship|spacecraft. Some challenges are inherent in the Z-classification system, due to the esoteric nature of Forerunner technology. Forerunner equipment utilises smartmatter, grapplers, hard light, and other associated nanotechnology to operate - as such, their equipment can change form and operating function with relative ease - making classification difficult as what is ostensibly the same weapon could appear with completely distinct operating functions in different circumstances. In most cases, the UNSC seems to class all of these distinct operating functions as one Z-classification (as in the case of the Z-250 lightrifle|LightRifle, Z-110 Boltshot|Boltshot, Z-130 Suppressor|Suppressor and other infantry firearms that underwent a rapid evolution following the awakening of the Prometheans between 2557 and 2558. A notable exception exists in the form of the Z-040 pulse grenade and Z-400 splinter grenades; in function, both grenades are one device with multiple programmable settings. However, both have recieved separate UNSC designations. Z classifications Z-040 pulse grenade|Z-040 Attenuation Field Generator/Localized Z-90 hardlight shield|Z-90 Photonic Coalescence Emitter/Aegis Z-110 Boltshot|Z-110 Directed Energy Pistol/Exotic Z-130 Suppressor|Z-130 Directed Energy Automatic Weapon Z-180 Scattershot|Z-180 Close Combat Rifle/Asymmetric Engagement Mitigator Z-250 Lightrifle|Z-250 Directed Energy Engagement Weapon Z-330 Forerunner Escort|Z-330 Independent Actuation Defense Escort/Heavy Z-390 incineration cannon|Weapon/Anti-Materiel Z-390 High-Explosive Munitions Rifle Z-400 splinter grenade|Z-400 Pursuit Disruption Grid Generator Z-510 focus turret|Z-510 Directed Energy Focus Weapon Z-520 splinter turret|Z-520 Encounter-Mitigation System Z-750 binary rifle|Z-750 Special Application Sniper Rifle Aggressor Sentinel|Z-1500 Automated Systems Drone Z-1800 Phaeton|Z-1500 Exoatmospheric Multirole Fighter Z-2500 autosentry|Z-2500 Automated Protection Drone Z-4190 bubble shield|Z-4190 Temporal Protective Enfolder/Stationary Shield Z-5080 Promethean vision|Z-5080 Short-Range Spectrum Augmenter/Vision Z-8060 particle cannon|Z-8060 High-Impact Particle Weapon Z-8250 Anti-ship Exterior Defense Network *Z-8250 heavy artillery|Heavy artillery *Z-8250 light artillery|Light artillery Z-9930 Information Vector Console Sources Category:UNSC identification Category:Forerunner technology
Attenuation Field Generator/Localized |cost = |variant = |service = Forerunner-Flood War Post-Covenant War conflicts |length = |width = |height = |weight = |ammotype-title = Filler type |ammotype = Ionization pulse |capacity = |feed = |operation = |rate = |velocity = |optics = |range = }} The pulse grenade also known as the pulse grenade, is a thrown Forerunner weapon that functions similarly to traditional grenades. One of the programmable settings is the Z-400 splinter grenade. Overview The pulse grenade was used by Forerunners to cauterize Flood strongholds composed of resilient Flood Super Cell accretions which quickly develop into a Gravemind.Halo 4: The Essential Visual Guide, ''page 102'' When inert, the Pulse Grenade is a box-like device with eight pyramidal projections and glowing yellow highlights. The Pulse Grenade was manufactured and developed by Ferrarius Assembler Vats. When thrown, its yellow patches invert into orange-glowing spikes, and it creates an area of effect that damages shields and health. It is designed to clear enemies from cover. Upon being thrown, it forcefully detonates and forms a hazardous ionization sphere which eventually collapses, destroying nearby targets and disintegrating them should they die. Its operation is similar in function to the power drain. Gameplay As seen above, the Pulse Grenade operates very similarly to the power drain of ''Halo 3'', except without the ability to stop vehicles. The damage done by the weapon is low, and the shield/health stripping process is slow, enough so that it is nearly impossible to get a kill with it on a fully-shielded opponent. Instead, the grenade should be used similar to the Plasma Pistol; as a weakening device, to cause damage to an enemy and force them from cover, where they can be eliminated with ease via conventional means, or to deny an area or object (such as a dropped flag) to the enemy. However, it should be noted that a non-shielded opponent will die almost instantly from a pulse grenade field. Therefore, the weapon makes an excellent ambush tool for wounded opponents. Trivia In the ''Halo 4: Official Game Guide'' it is portrayed as a box-shaped device with six spikes, each coming out of the faces of the cube.Halo 4: Official Game Guide (Collector's Edition), page 47 In the ''Halo 4: The Essential Visual Guide''. This is actually the phase of the grenade shortly before it detonates, while the inert grenade is a box with spikes coming out of the corners as opposed to the faces. This near-detonation view is used as the icon on a player's Heads-up display|HUD. Gallery File:H4-Concept-PulseGrenade.jpg|Concept art of the Z-040 Pulse Grenade. File:H4-Z040-PulseGrenade-Side.png|The Pulse Grenade moments before it detonates. Notice the inverted spikes. File:H4-Z040PulseGrenade.png|A pair of Pulse Grenades in ''Halo 4''. File:H4-MP-PulseGrenade-Detonation.jpg|A Pulse Grenade's ionization field. File:H4-MP-PulseGrenade-Detonation01.jpg|An active Pulse Grenade in a ''Halo 4'' multiplayer match. File:Knightpair.png|A Promethean Knight launching a pulse grenade. File:H4-SIVwithPulse.jpg|A Spartan throwing a pulse grenade. List of appearances ''Halo 4'' * ''Spartan Ops'' ''Halo: Spartan Strike'' ''Halo: Fractures'' * ''Promises to Keep'' Sources Category:Grenades Category:Forerunner weapons
|width = |height = |ammotype = Ionized particles |weight = |capacity = 10 bolts 24 bolts |feed = |operation = |rate = Semi-automatic |velocity = |optics = |range = Medium |service = Forerunner-Flood war Post-Covenant War conflicts }} The Boltshot is a Forerunner Directed-energy weapon|energy channel weapon. It is the sole weapon of Promethean Watchers, and is also commonly carried by Promethean Crawler|Crawlers. Specifications Functioning as a close-range precision weapon, the Boltshot can disintegrate organic matter. The weapon is a particle dilator and also has a burst function at close range. Following the Requiem Campaign the Prometheans modified their Boltshots to fire in bursts that are able to track enemies. The Boltshot was manufactured and developed by Ferrarius Assembler Vats. The weapon possesses an angular design and a metallic casing. It appears to be held together almost entirely by energy fields as indicated by its self-assembly process and reloading mechanics. Orange highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired. When the weapon's trigger is held, four flaps extend from the side of the weapon, activating its burst function. The flaps glow brighter as the weapon generates energy for its burst function and retract after the bolt has been released. The Boltshot came into use after the end of the first century of the Forerunner-Flood war and remained a staple weapon for the rest of the war. It gained prominence approximately 200 years before the activation of the Halo Array. A small number of Sangheili members within Jul 'Mdama's Covenant and Spartan-IVs aboard the also utilized the Z-110 during the Requiem Campaign. It is ranked a Common REQ in Warzone simulations and is available at Requisition system|Level 1 energy while giving 50 REQ points if sold. Variants Closed Fist: The left hand of Endurance-of-Will, the ''Closed Fist'' is an improved Boltshot featuring a faster fire rate and 50% larger magazine than standard Boltshots with a kill time of 1.47 sec. It is classified as an Uncommon REQ in Warzone simulations, and is available at Level 2 energy while giving 75 REQ points if sold. Open Hand: The right hand of Endurance-of-Will, the ''Open Hand'' is an advanced Boltshot that fires a swarm of fast-moving bolts with very strong homing behavior with each press of the trigger that move at the same speed, whether locking on to targets or not. It takes three bursts and seven rounds (1.32 sec) to kill a Spartan in War Games. It is classified as a Rare REQ in Warzone simulations, is available at Level 3 energy while giving 100 REQ points if sold, and can be found as the first Special weapons (Halo 5: Guardians)|hidden weapon in the campaign mission Osiris (level)|Osiris. File:H5 Boltshot Closed Fist.png|Closed Fist. File:H5G Open Hand.png|Open Hand. Gameplay The Boltshot has a rather high rate of fire, decent accuracy, and is capable of headshots. Holding the trigger will charge the Boltshot's close-range secondary function which is often referred to as ''Burst-Mode''. It unleashes a single burst that releases five shots simultaneously which can be fatal when used against shielded enemies at close range. If the player wishes to cancel the charging secondary fire, the trigger can be released after one or two seconds, returning the weapon to its primary function which also prevents the waste of any ammunition. However, if the user releases the trigger after only three seconds, the secondary function will still fire, often catching enemies off guard. Burst-Mode can still be used if the weapon has just one of the five required bolts, inflicting the same amount of damage as a burst with all five bolts. The Boltshot does not have enough rounds in one magazine to score a kill in the hands of an inexperienced user. One would have to empty an entire magazine into a target to drop its shields, reload, and then kill it with a headshot. Despite its powerful secondary mode, it takes exactly one to four seconds to charge, rendering the user defenseless. In addition, it consumes half the ammo of the weapon, meaning that only two shots of it are possible before a reload. If the shot fails to kill the target, the user will be left helpless until it cools down again. Can now be zoomed in with Spartan abilities#Smart scope|Smart scope to decrease reticule bloom. Magazine size changed from 10 to 24 rounds, increasing maximum total ammo from 40 to 96 (+140%). Charge-up feature removed. Now fires in three-round bursts that track enemies and seek their weak points. * Projectiles also now move more than twice as fast when hitting enemies within the weapon's red reticle range. Now kills a fully-shielded Spartan in 4 bursts instead of 11 shots. Although the weapon retains the ability to headshot, the damage bonus is negligible as it does not reduce the amount of bursts required to kill a target. * In addition, it cannot headshot enemy Covenant or Prometheans either, thus losing the ability to trigger the effects of the Halo 5: Guardians skulls#Grunt Birthday Party|Grunt Birthday Party skull. Production notes The developmental name for the Boltshot, as seen in ''Halo 4''s files, was the Stasis Pistol. Gallery File:H4-Concept-BoltshotPistol.jpg|Concept art of the Boltshot for ''Halo 4''. File:AdaptArmor.jpg|Frederic-104 using a Boltshot against the Ur-Didact during the Skirmish on Installation 03 in ''Halo: Escalation''. File:H4-Z110BoltshotPistol-SideRender.png|Profile image of the Boltshot in ''Halo 4''. File:H4 - Boltshot HUD icon.png|HUD icon of the Boltshot in ''Halo 4''. File:H5G-Z110.png|Angled view of the Z-110 Boltshot in ''Halo 5: Guardians''. File:H5G Render Z110Boltshot.png|Profile image of the Boltshot in ''Halo 5: Guardians''. File:H4-Z110BoltshotPistol-MasterChief.jpg|John-117 wielding a Boltshot. File:H4-Z110BoltshotPistol-FirstPerson.jpg|First-person view of the Boltshot in ''Making Halo 4: Return of the Forerunners''. File:H4-BoltshotPistol-FirstPerson1.jpg|The Boltshot aimed at a Knight, without the flaps extended. File:H4-BoltshotPistol-FirstPerson2.jpg|A first-person view of the Boltshot being used against a Promethean Knight, with flaps extended. File:H4-SO-S1E9-BoltshotPistol.jpg|Detailed closeup of a Boltshot's burst-function being fired. File:H4-MP-BoltshotPistol-AmmoReload.jpg|First-person view of the Boltshot being reloaded. File:H4-Z110BoltshotPistol-Reloading.jpg|Third-person view of the Boltshot being reloaded. File:H5G-Z110HUD-Campaign.png|First-person view of the Boltshot by Fred-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Z110zoom-Campaign.png|Smart scope with the Boltshot by Fred-104. File:H5G-Fred&Z110.png|Fred-104 using smart scope with the Boltshot on Genesis. File:H5G-OpenHandHUD-Campaign.png|First-person view of the ''Open Hand'' by Edward Buck in the ''Halo 5: Guardians'' campaign. File:H5G-Vale&OpenHand.png|Olympia Vale with the ''Open Hand'' on Kamchatka. File:H5G-Z110HUD.png|First-person view of the Boltshot in ''Halo 5: Guardians''. File:H5G-Z110zoom.png|Smart scope with the Boltshot. File:H5G-Z110SS.png|Alternate view of smart scope with the Z-110. File:H5G-Rogue&Z110.jpg|A ROGUE-class Mjolnir|Rogue-clad Spartan-IV using a Boltshot. File:H5G-UnggoyRanger&Z110.png|An Unggoy Ranger with a Boltshot. File:H5G-KigYarHeavy&Z110.png|A Kig-Yar Heavy with a Boltshot on Skirmish at Darkstar. File:H5G-SangheiliRanger&Z110.png|A Sangheili Ranger with a Boltshot. File:H5G-ClosedFistHUD.png|First-person view of the ''Closed Fist''. File:H5G-ClosedFist.png|A CENTURION-class Mjolnir|Centurion-clad Spartan-IV with the ''Closed Fist'' in ''Halo 5: Guardians''. File:H5G-OpenHandHUD.png|First-person view of the ''Open Hand'' in ''Halo 5: Guardians''. File:H5G-OpenHand.png|A Centurion-clad Spartan-IV with the ''Open Hand'' in ''Halo 5: Guardians''. File:H4-BoltshotPistolSkin.png|Piston (PST) skin. File:H4-Z110BoltshotPistol-SteelSkin.png|Engine (ENG) skin. File:REQ Certification Boltshot.png|Boltshot - Certification. File:REQ Card - Boltshot.jpg|Boltshot. File:REQ card - Closed Fist.jpg|''Closed Fist''. File:REQ card - Open Hand.jpg|''Open Hand''. List of appearances ''Halo 4'' * ''Spartan Ops'' ''Halo: Escalation'' ''Halo 5: Guardians'' ''Halo: Fractures'' * ''Defender of the Storm'' Sources Category:Forerunner weapons
''Halo 4'' The primary firing mode can be useful against unshielded foes in campaign and is very useful against Crawlers. Since it is primarily used by them, you have nearly an unlimited supply of ammunition. Headshots are somewhat difficult to land in comparison to the M6H magnum due to the lack of a scope, but is still possible and effective against Grunts, Crawlers, Jackals, and unshielded Elites, especially on higher difficulties. Spam-firing works especially well, as the Boltshot's rate of fire is much higher than either of its counterparts (and, unlike the Plasma Pistol, does not overheat) The overcharge function works well against shielded opponents, especially the lower ranking Knights and most Elites. A single shot is more than enough to eliminate shields and do quite a bit of damage, allowing for a killing follow-up melee strike. The melee attack for the Boltshot is as fast as the Plasma Pistols. Swinging wildly at a group of smaller foes is brutally effective. The Boltshot's secondary fire is useful in gametypes such as Regicide in order to deplete the overshields of a king or to clear crowded zones in King of the Hill. A useful tactic for Boltshot users is to have the ''Dexterity'' Loadout|support upgrade equipped. Decreasing the reloading time of the weapon will make it easier to reload in order to use burst mode more frequently. As of Halo_4_Title_Updates#v1.03|Title Update (v. 1.03), the Boltshot's range has been reduced from 20-25 meters to 15 meters. It is now harder to get kills with its burst mode and requires players to get closer in order to get one hit kills. Like its larger brethren, the Shotgun and Scattershot, the Boltshot excels at the common close quarters engagements in Dominion, especially around the control points. Rush into a contested point with your Boltshot charging, find someone distracted and put them down. Its also an excellent weapon to deal with people attempting to capture the point. ''Halo 5: Guardians'' The Boltshot is a much more rounded weapon, effective against most forms of enemies, and dropped commonly by Crawlers, ensuring resupply is never far away. Ammunition now tracks its target similar to the Needler. As such it can be employed in similar fashion. The lack of the overcharge function hinders the weapon's close quarters capability. Keep your foes at a distance and use the smart scope to ensure your rounds hit the target. In the mission ''Osiris (level)|Osiris'', the ''Open Hand'' can be used to deal with Promethean Soldiers more easily. The auto-tracking of the weapons ammunition makes it an excellent substitute for the Needler, and effective in similar situations. The removal of the overcharge is felt here as well. Never use the Boltshot in close quarters if you can avoid it. As with most weapons in-game, Warzone and Arena feature two variants of the Boltshot: * ''Closed Fist'': a straight upgrade with faster fire-rate and larger magazine. * ''Open Hand'': which fires a non-linear volley of twin red bolts that are more accurate. ** Both are noted to be the personal sidearms of Endurance-of-Will, the Ur-Didact's lieutenant. Gameplay wise, both operate on a similar principle, though each one allows for closer and more aggressive engagements. Category:Gameplay guides
The Z-12 was the first prototype of the venerable Warthog line of vehicles, created by AMG Transport Dynamics in 2319. Development history The Z-12 was initially created in 2319, with the first Z-12 prototypes quickly making a name for themselves with AMG's well-crafted advertising campaign and exceptional engineering team that showcased the prototype's impressive feature set and unparalleled functionality in the unpopulated outlands of both Luna and Mars. It was lauded as the vehicle that could go anywhere and do anything. During the first eight months of the prototype's existence, AMG Transport Dynamics received over three dozen exclusivity contracts, the largest and most lucrative being with the Colonial Military Authority (CMA). By 2321, AMG Transport Dynamics had secured a deal with the CMA to meet nearly all of their land-based transportation needs. It was at this time that the Z-12 became the M12 Force Application Vehicle (FAV) with the addition of a pneumatically powered swivel mount and armored body panels. Sources Category:Warthog variants Category:Civilian vehicles
|width = |height = |weight = |ammotype = Light mass |capacity = |feed = 48 rounds 42 rounds |rate = 840 RPM 368 RPM 500 RPM |velocity = 98 m/s (220 mph) |operation = Coil set architecture |optics = |range = Short Short to medium |service = Kradal conflicts Human-Forerunner wars Forerunner-Flood War Post-Covenant War conflicts }} The Suppressor is a fully automatic Forerunner energy weapon. It is usually utilized by the Prometheans. Overview The Suppressor was first introduced during the Kradal conflicts. It gained prominence during the human-Forerunner war and the Forerunner-Flood war. The Suppressor is a fully automatic weapon employing a conventional coil set architecture that fires bolts of hard light in rapid succession. Its high rate of fire and efficiency against the Flood led to its widespread use among the Forerunner warriors during the Forerunner-Flood war, particularly when attempting to retake vessels captured by the Flood; however, it is similarly effective against all organic matter. Thousands of years later, the Suppressor's coil set design was reverse-engineered by the Covenant for many of their weapons. A small number of Sangheili members within Jul 'Mdama's Covenant and Spartan-IVs aboard the also utilized the Z-130 during the Requiem Campaign.Spartan Ops It is ranked a Common REQ in Warzone simulations, and is available at Requisition system|Level 1 energy while giving 50 REQ points if sold. The weapon possesses an angular design and metallic casing. It appears to be held together, at least partly, by energy fields as indicated by its self-assembly process. Orange highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired. The Supressor was manufactured and developed by Ferrarius Assembler Vats. Variants Song of Peace: In the chaotic final days of the Forerunner ecumene an unfortunate number of the Librarian's Conservation Measure operations required military intervention to complete. The ''Song of Peace'' is an upgraded Suppressor with a faster rate of fire, a larger magazine holding 48 rounds, and reduced recoil. Razor's Edge: As extinction loomed, desperation led the Forerunners to experiment with volatile derivations of hard light. The ''Razor's Edge'' is an advanced Suppressor firing fast-moving metastable energy shards and carrying 48-round magazines. If multiple shards strike a target in 0.9 seconds, they will create a "supercombine" explosion, similar to blamite, but with the ability to cause targets to disintegrate. File:H5G-Song of Peace render.png|''Song of Peace''. File:H5G-Razor's Edge render.png|''Razor's Edge''. Gameplay The Suppressor has a large ammunition capacity and deals considerable damage at close range, making it even more lethal to non-shielded infantry. The Suppressor's high rate of fire is very advantageous in close-quarter situations. Although an individual shot from the Suppressor may do little damage to another player, its high rate of fire grants the weapon the fastest killing speed of all primary loadout weapons. The Suppressor is more efficient against unshielded individuals. Using a precision weapon, such as the M395 DMR, with the Suppressor allows the player to be effective at all distances. When paired with the Type-25 plasma pistol|plasma pistol, the plasma pistol can be used to eliminate an individual's shields, while the Suppressor is used to kill the now-unshielded enemy. In ''Halo 5: Guardians'', the Suppressor features latent homing projectiles, greatly improving its ability to hit a given target. Despite being the quickest-killing primary loadout weapon when every shot fired hits its target, the Suppressor's various disadvantages make it difficult to achieve this. It has little to no accuracy at medium and long range (even with short controlled bursts) and has a lengthy reload time. The Suppressor is not very efficient against shielded individuals. In addition, the bolts fired by the Suppressor move rather slowly, requiring the player to be close to enemies or to lead the target. The Suppressor is not efficient at handling multiple shielded players at once, due to relatively low projectile speed and limited damage against shielded targets. In ''Halo 5: Guardians'', the Suppressor now requires a brief warm-up period to reach its maximum rate of fire, giving the opponent a brief window to more easily eliminate the user. In ''Halo: Spartan Strike'' the Suppressor has low accuracy and low damage, but compensates with high ammo capacity (200 rounds), suitable for close range combat. It is the only weapon that will not fire properly into the crosshair; when fired, it has a very wide range of fire, possibly 45 degrees to both sides. Promethean Knights and Crawler Alphas use this weapon. The Suppressor's damage has been raised, with the weapon now killing in three less rounds. Auto aim has been reduced. The spread of the weapon's projectiles has been reduced. Weapon can now be Spartan abilities#Smart Scope|Smart Scoped. Accuracy and effective range is significantly increased. Heavy recoil added. Shots now track enemies and home in onto weak points, similar to the Type-56D needler|Needler and Z-110 Boltshot|Boltshot. Rate of fire significantly decreased to 368 RPM, requiring a short period before reaching maximum firing rate of 500 RPM, down by 40.5% to 56.2% from ''Halo 4''. * In addition, the weapon now expands while being fired until it hits its maximum firing rate. If not fired again for some time, the weapon compresses and reassembles itself. Aiming reticle has shrunk in size. Decreased damage, now killing in 18 shots rather than 16. Magazine holds 42 rounds rather than 48 rounds. * The two REQ variants hold 48 rounds. Maximum reserve ammo capacity decreased from 288 reserve rounds to 168 reserve rounds. * The two REQ variants hold up to 240 reserve rounds. Reload speed lengthened. Melee animations changed. Trivia If Bottomless Clip is enabled in a custom game in ''Halo 5: Guardians'', then the Suppressor will fire only at its starting speed and be unable to reach its maximum firing rate. * However, this does not affect the Suppressor's REQ variants. Gallery File:HE-Blue-3.jpg|John-117 using a Suppressor during the Skirmish on Installation 03 in ''Halo: Escalation''. File:Halo Renegades cover.jpg|Chakas with a Suppressor on the cover of ''Halo: Renegades''. File:H4-Concept-Suppressor.jpg|Concept art of the Suppressor for ''Halo 4''. File:H4-Concept-Suppressor-Final.jpg|Concept art of the Suppressor. File:H4-Z130SuppressorRifle.png|The Suppressor in ''Halo 4''. File:H4-Z130SuppressorRifle-AltRender.png|Profile image of the Suppressor. File:H4 - Suppressor HUD icon.png|HUD icon of the Suppressor in ''Halo 4''. File:H4-Z130Suppressor-Infobox.jpg|''Halo 4'' infobox. File:H4-SuppressorRifle-FirstPerson.jpg|First-person view of the Suppressor in the ''Halo 4'' campaign. File:H4-MP-Z130Suppressor-HUD-Firing.jpg|The lines of the Z-130 Suppressor glow as it fires. File:H4 Z-130 reloading.jpg|A Z-130 being reloaded. File:H4-SpartanOps-1.jpg|A Promethean Knight wielding a Suppressor. File:Refractive_skin.jpg|Forerunner symbols on the ''Halo 4'' Refractive skin. File:Refractive_skin_2.jpg|Another view of the symbols on the ''Halo 4'' Refractive skin. File:H4Suppressorsymbols.png|Mesh of the ''Halo 4'' Refractive skin. File:HSS-Gameplay-Don't Look Down.jpg|A Unidentified Spartan-IV|Spartan using a Suppressor during the Battle of Installation 03 in ''Halo: Spartan Strike''. File:H5G-Buck vs Knight.jpg|Edward Buck engaging a Promethean Knight on Meridian while armed with a Suppressor. File:H5G-Z130HUD-Campaign.png|First-person view of the Suppressor by Frederic-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Z130zoom-Campaign.png|Smart scope view of the Suppressor by Fred-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Fred&Z130.png|Fred-104 with a Suppressor on Genesis. File:H5G-Z130HUD.png|First-person view of the Suppressor in ''Halo 5: Guardians''. File:H5G-Z130zoom.png|Smart scope with the Suppressor. File:H5G-Z130SS.png|Third-person view of the Suppressor engaged in smart scope. File:H5G-SangheiliRanger&Z130.png|A Sangheili Ranger with a Z-130 on Skirmish at Darkstar. File:H5G-SOPHUD.png|First-person view of the ''Song of Peace''. File:H5G-SOP.png|A CENTURION-class Mjolnir|Centurion-clad Spartan-IV wielding the ''Song of Peace''. File:H5G-RazorsEdgeHUD.png|First-person view of the ''Razor's Edge''. File:H5G-RazorsEdge.png|A Centurion-clad Spartan wielding the ''Razor's Edge''. File:H5G-RazorsEdgeSS.png|Third-person view of the ''Razor's Edge'' engaged in smart scope. File:H4 - Shatter skin (transparent).png|Shatter (SHA) skin. File:H4 - Refractive skin (transparent).png|Refractive (RFC) skin. File:H4-Z130SuppressorRifle-SteelSkin.png|Mechanical (MCN) skin. File:REQ card - Suppressor.jpg|Suppressor. File:REQ card - Song of Peace.jpg|''Song of Peace''. File:REQ card - Razor's Edge.jpg|''Razor's Edge''. List of appearances ''Halo 4'' * ''Spartan Ops'' ''Halo: Escalation'' ''Halo: Spartan Strike'' ''Halo 5: Guardians'' ''Halo Mythos'' ''Halo: Renegades'' ''Halo: Outcasts'' Sources Category:Forerunner weapons
''Halo 4'' The Suppressor is found in all missions where Prometheans are enemies, as Alpha Crawlers are common. The Suppressor is not as effective against Sangheili|Elites and Promethean Knights compared to Unggoy|Grunts, Kig-Yar|Jackals, and Promethean Crawler|Crawlers. The Suppressor is more effective against Kig-Yar Sniper|Jackal Snipers and shield-less Kig-Yar Ranger|Rangers, than Jackals with shields. The Suppressor's low accuracy and low damage to shields makes to difficult to combat a shield-wielding Jackal. It is beneficial to carry a plasma pistol when using a Suppressor. This allows the player to eliminate the shield of an enemy, then kill them with the Suppressor. The Suppressor can be effective against Promethean Watchers at close-quarters, although the low accuracy of the Suppressor's bolts makes it more difficult to kill them. When all other enemies have been eliminated, get close to a Promethean Knight and finish it off with the Suppressor. The Suppressor works as a good secondary weapon. After the player's primary weapon requires reloading amidst a firefight, switching to the Suppressor allows them to eliminate already damaged players with ease. When using the Suppressor, equip the Dexterity support upgrade to speed up the reloading time of the weapon. Use the Suppressor on smaller, close-quarter maps only. It is very inefficient at long ranges. Type-3 active camouflage|Active camouflage can be used to get close to an enemy, then eliminate them with the Suppressor. Firing in short, controlled bursts can slightly extend the effective range of the weapon, though this is ill-advised. Getting close to the enemy and then firing full-trigger is much more effective, as it does not prematurely reveal the player's position. Most preferably, a longer-ranged weapon should be carried alongside the Suppressor. An overshield or Damage Boost gives the player higher chances of success when engaging multiple players at once in close-quarters. Stealth is very advantageous, allowing Suppressor-wielding players to get the jump on others before they have a chance to fight back. ''Halo 5: Guardians'' Just like in ''Halo 4'', the Suppressor is found in any mission where Prometheans are enemies. Armiger Soldiers can switch to Suppressors if the player gets too close to them. Thanks to the smart scope upgrade and the addition of a Needler-like tracking ability, the Suppressor can now function as a mid-ranged weapon. However, its rate of fire (even when fully spooled up) is slow, and the time to kill is much longer than any of the other mid-range auto weapons. Use the Suppressor as you would a Needler; acquire your target and let the bolts do the work for you. Don't be afraid to smart scope; the increase in range is enough to net you a kill you might otherwise have missed. Warzone features two variations; the ''Song of Peace'' (a straight upgrade to fire rate, ammo size, and reload speed) and the ''Razor's Edge'' (which operates similiarly to a Needler, including the supercombine ability). Category:Gameplay guides
|width = |height = |ammotype = Ionized particles |capacity = |feed = 5 rounds |rate = 108 rpm 72 rpm |optics = |range = Short to medium |service = Forerunner-Flood War Post-Covenant War conflicts }} The Scattershot is a Forerunner directed energy weapon|energy channel weapon that was originally used by Builder Security forces.''Halo 4: The Essential Visual Guide'' It is commonly carried by Promethean Knight Battlewagons. Overview The Scattershot gained popular use by Builder Security who used it to engage the Flood during large scale evacuations of Forerunner planets.Halo 4: The Essential Visual Guide, ''page 98'' Effectively an exotic analogue to a human shotgun, the Scattershot was first used as a close-range defensive weapon toward the end of the Forerunner-Flood war. The Scattershot is extremely dangerous in relatively close quarters, and fires multiple individual projectiles, though its most remarkable attribute is that its rounds can ricochet off surfaces. As a weapon created to combat the Flood and prevent them from reusing corpses, it will disintegrate its targets if enough of the projectiles hit them at the same time. The weapon bears the hallmarks of Forerunner design: highly angular and metallic. It appears to be held together at least partly by energy fields, as indicated by its self-assembly process and floating sights. Orange highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired. The weapon receives five energy cells from a breach-loaded compartment. The Scattershot was manufactured and developed by Ferrarius Assembler Vats. A modified and repurposed form of the Scattershot's energy pellets are used by the Scatterbound Heatwave|Scatterbound variant of the Heatwave weapon. Variants Loathsome Thing: The ''Loathsome Thing'', stained in the ichor of an unaccountable number of Flood across hundred thousand different Flood hive|hives, is an improved model with increased damage, a faster rate of fire of 140 RPM, faster reload speed, and a doubled magazine size.Halo 5: Guardians This particular Scattershot also appears as the second Special weapons (Halo 5: Guardians)|hidden weapon in the mission Osiris (level)|Osiris, appearing in a pair. Didact's Signet: The ''Didact's Signet'', handcrafted by the Ur-Didact to reward his most elite Prometheans, is an advanced model that fires a quartet of stronger, faster moving, and longer ranged projectiles compared to normal Scattershots. Its projectiles also have stronger tracking capabilities after ricocheting. This particular Scattershot can be found as a hidden weapon in the mission The Breaking. File:Halo 5 Loathsome.png|Loathsome Thing. File:H5G Scatter Didact.png|Didact's Signet. Gameplay In ''Halo 4'', the Scattershot fills a role as a close-quarters power weapon, similar to the UNSC's M45 shotgun|M45D shotgun. The Scattershot differentiates with a faster rate of fire but a lower lethal range (though its effective range exceeds the shotgun's), and smaller magazine size and lower total ammunition carried. In Slayer|Infinity Slayer the Scattershot is a relatively common Ordnance drop weapon. It also spawns at the start of match on several maps, such as Adrift, Abandon, and Haven. The weapon is best used in engagements where at extremely close range, such as the enclosed hallways of Adrift or out of the lifts on Abandon. In object-based matches, the Scattershot is an excellent defensive weapon for just about any gametype. Anyone charging your hill or attempting to take your flag should be met with the brutal rebuke of your hard-light projectiles. On the offensive, having one is a great way to clear said hill or flag zone of defenders, and taking down the Oddball carrier. In Dominion matches, although the Scattershot is a relatively rare ordnance drop and does not appear at all in Lockdown, it is still very useful, and, unsurprisingly, an excellent weapon for defending bases. In ''Halo 5: Guardians'' the weapon performs more or less identically to its predecessor, with some major differences. First, the weapon now fires consistently, with the shots of the weapon forming a spread-X pattern, which is then constricted under smart scope's use, a stark difference to the ''Halo 4'' rendition's inconsistent output. In addition, bolts will track slightly, similar to other hardlight weapons in ''Halo 5: Guardians'', if bounced off a hard surface. This makes the Scattershot a brutal tool for controlling a point in Strongholds, protecting a flag in CTF, or cleaning out an Armory in Warzone. It should not, however, be utilized for long-range engagements past , as its range increase is not that dramatic. Warzone variants include the Loathsome Thing, which features increased magazine size of 10 rounds, more damage, a faster reload time, and a higher rate of fire, and the Didact's Signet, which has higher projectile tracking on ricochets and increased range, including the ability to instantly kill targets up to away when scoped in. In ''Halo: Spartan Strike'', the weapon can ricochet and has double the range of the M45D shotgun. When fired, it spreads six projectiles that can bounce off walls as long as it is inside the range of fire. Hardlight rounds are now much tighter when fired, including a consistent shot pattern. * All rounds disintegrate at the same time instead of one by one. Fires eight rounds instead of six. Ricochet rounds now track slightly. Reload is slightly faster. Can be Spartan abilities#Smart Scope|Smart Scoped for increased accuracy, which also alters the weapon's design. Only one round is now needed to disintegrate dead bodies. Aiming reticle has been changed. Melee animations have been changed to be identical to those of the shotgun. Rear sight no longer retracts when the player sprints. Firing rate decreased to 72 RPM (-1/3). Gallery File:H4_ScattershotIncinCannon_Concept.jpg|Concept art of the Scattershot and Incineration Cannon for ''Halo 4''. File:H4-Concept-Scattershot.jpg|Concept art of the Scattershot for ''Halo 4''. File:Scattershot_blueprint.png|The HUD icon of the Z-180 from the HUD in an earlier build of ''Halo 4''. File:H4 - Scattershot HUD icon.png|The HUD icon of the Z-180 from the HUD in the final build of ''Halo 4''. File:H4-Z180ScattershotRifle-AltRender.png|Profile image of the Z-180 Scattershot in ''Halo 4''. File:H4 - HUD Scattershot.png|First-person view of the Z-180 in ''Halo 4''s E3 2012 campaign demo. File:H4-Scattershot-GlowFire-FirstPerson.jpg|The Scattershot's lines glowing in ''Halo 4''s E3 2012 campaign demo. File:H4-Z180HUD-Campaign.png|First-person view of the Scattershot by John-117 in the ''Halo 4'' campaign. File:H4-MP-Z180ScattershotRifle-HUD.jpg|The Scattershot in multiplayer, on Haven. H4-MP-ScattershotRifle-HUD-Fire.jpg|The Scattershot being fired. File:H4-Wraparound-3.jpg|Two opposing SPARTAN-IV program|Spartan-IVs, with one wielding the Scattershot, on Haven. File:Halo4-OrdnanceDrop-Scattershot.jpg|The Scattershot as part of an Ordnance drop on Haven. File:H4-Z180ScattershotRifle-Barrel.jpg|Closeup of the Scattershot's barrel. File:H5G-Z180.png|Render of the Scattershot in ''Halo 5: Guardians''. File:H5G-Z180HUD-Campaign.png|First-person view of the Scattershot by Frederic-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Z180zoom-Campaign.png|Smart scope view of the Scattershot by Fred-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Fred&Z180.png|Fred-104 using smart scope with the Scattershot on Genesis. File:H5G-John&Z180.png|John-117 wielding a Scattershot on Genesis. File:H5G-LoathsomeThingHUD-Campaign.png|First-person view of the ''Loathsome Thing'' by Edward Buck in the ''Halo 5: Guardians'' campaign. File:H5G-ValeBuck&LoathsomeThing.png|Olympia Vale and Edward Buck, each with a ''Loathsome Thing'', on Kamchatka. File:H5G-DidactsSignetHUD-Campaign.png|First-person view of the ''Didact's Signet'' by Fred-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Fred&DidactsSignet.png|Fred-104 with the ''Didact's Signet'' on Genesis. File:H5G-Z180HUD.png|First-person view of the Scattershot in ''Halo 5: Guardians''. File:H5G-Z180zoom.png|A Scattershot engaged in smart scope in ''Halo 5: Guardians''. File:H5G-Z180SS.png|Third-person view of a Scattershot engaged in smart scope in ''Halo 5: Guardians''. File:H5G-Z180Projectiles.png|The Scattershot's spread-X projectiles in ''Halo 5: Guardians''. File:H5G-LoathsomeThingHUD.png|First-person view of the ''Loathsome Thing''. File:H5G-LoathsomeThing.png|A CENTURION-class Mjolnir|Centurion-clad Spartan-IV wielding the ''Loathsome Thing'' on Stasis. File:H5G-DidactsSignetHUD.png|First-person view of the ''Didact's Signet''. File:H5G-DidactsSignet.png|A Centurion-clad Spartan-IV wielding the ''Didact's Signet'' on Stasis. File:H5G-DidactsSigneteffect.png|The effect of the ''Didact's Signet''. File:Halo 5 Knight Scattershot.png|A Knight holding the weapon. File:KnightDignitary1.png|A Knight Dignitary with a Scattershot in ''Halo 5: Guardians''. File:REQ card - Scattershot.jpg|Scattershot. File:REQ card - Loathsome Thing.jpg|''Loathsome Thing''. File:REQ card - Didact's Signet.jpg|''Didact's Signet''. Videos List of appearances ''Scanned'' ''Halo 4'' * ''Spartan Ops'' ''Halo: Escalation'' ''Halo: Spartan Strike ''Halo 5: Guardians'' ''Halo: Bad Blood'' Sources Category:Forerunner weapons
''Halo 4'' In the campaign, the Scattershot's first appearance is in ''Forerunner (level)|Forerunner''. It later appears in all subsequent missions with Promethean enemies with the sole exception of ''Reclaimer (level)|Reclaimer''. The Scattershot is highly effective at dealing with Promethean Knights and Sangheili|Elites up close. In Slayer|Infinity Slayer, the Scattershot is a relatively common Ordnance drop weapon that also and spawns at the start of match on several maps, such as Adrift, Abandon, and Haven. * The weapon is best used in engagements at extremely close range, such as the enclosed hallways of Adrift or out of the lifts on Abandon. The Scattershot is ideal as a defensive weapon in object-based matches. Do not overestimate the short range of the projectiles, though, as they dissipate after traveling for a very short period of time. The slow reload speed means that a Scattershot user should seek cover immediately or switch to a weapon more suitable for medium or long range combat. ''Halo 5: Guardians'' The Scattershot, while more or less identical to its previous rendition, has been changed: * The projectiles are now in a consistent spread-X pattern. * With smart scoping, the weapon gains more accuracy at longer ranges. Zooming in will cause the entire weapon to extend, and the shots become altered to form into a manageable, more constricted spread-X pattern. * The projectiles now fire in groups of 8 instead of 6. In addition, they feature moderate tracking after ricochets, opening up a wider range of kills, although the projectiles deal less damage after ricochets. ** With ricochets, the Scattershot takes three shots to kill a Spartan. * The maximum projectile range is now 39.43 m (129.36 ft). The Scattershot's first appearance in the campaign is in ''Osiris (level)|Osiris'', found in a few Forerunner weapons caches and from dead Knights. It later appears in all subsequent missions featuring Promethean enemies, unlike in ''Halo 4''. The Scattershot is a brutal tool for controlling a point in Strongholds, protecting a flag in CTF, or cleaning out an Armory in Warzone. It is less effective for long range engagements past , though, as its range increase is not that dramatic. Warzone, Arena, and Campaign include two additional variants: * ''Loathsome Thing'': an improved Scattershot with a doubled magazine size, slightly more damage, a faster rate of fire, and a faster reload time per projectile, making it useful for dealing with multiple enemies up close. This particular weapon Special weapons (Halo 5: Guardians)|appears in ''Osiris'', found in a pair. * ''Didact's Signet'': an advanced Scattershot that fires four projectiles with greater range, higher damage, and stronger tracking after ricochets. This weapon is highly ideal for destroying enemies up to when scoped in, and for hitting enemies around corners and out of sight in close quarters. It has a maximum projectile range of 48.74 m (159.91 ft), 23.6% up from the standard weapon. ** This particular weapon appears in ''The Breaking'', where it comes in handy due to many tight corridors and/or obstructive scenery objects that facilitate long-range ricochet shots against Armiger Soldiers. ** With ricochets, the ''Didact's Signet'' takes two shots to kill a Spartan. Category:Gameplay guides
|manufacturer = Forerunner |series = Z-250 |type = Directed Energy Engagement Weapon |affiliation = Forerunner Prometheans |length = |width = |height = |weight = |ammotype = Light mass |capacity = |feed = 36 rounds (unscoped) 12 rounds |optics = |range = Medium to long |rate = |service = Human-Forerunner War Forerunner-Flood war Post-Covenant War conflicts }} The LightRifle is a Forerunner Directed energy weapon|energy channel weapon. Overview The lightrifle fires luminescent orange hardlight rounds. It is a scoped, mid-range to long-range weapon that normally fires a three-shot burst with one pull of the trigger. When zoomed in, however, it fires a single high-powered concentrated shot that consumes three units of ammunition. It holds 36 units per magazine; however this provides 12 shots while zoomed in. Functionally, the weapon employs componential particle acceleration to fire beams of hard light particles at a high speed and with pinpoint accuracy. Using the diffused combination of particle acceleration and hardened photonic matter, it is capable of dropping individual shielded enemies such as Sangheili|Elites, SPARTAN-IV program|Spartans, Promethean Knights, and Armiger Soldiers in a few well placed shots. The rifle possesses an angular design and metallic casing. It features a stock, a firing grip, a stabilizing firing grip, a scope and a light mass channel. It appears to be held together, at least partly, by energy fields as indicated by its self-assembly process and floating sights. Orange lights are present while the weapon is self-assembling and throughout the casing once assembly is complete; there is also a column of orange-colored energy that runs through the light mass channel. Hard light highlights stream along the sides of the weapon while it is fired. The sight through the scope is tinted orange and is approximately a 4 zoom. It features integrated targeting optics. The Light Rifle was manufactured and developed by Ferrarius Assembler Vats. The Lightrifle is a precision weapon originally used during the human-Forerunner wars. Warrior-Servant marksmen utilized them in large sieges on human redoubts. The weapon served well against the humans' particle rifles. Armigers stationed on Installation 00 used lightrifles against human and Sangheili forces during Operation: FAR STORM. The Ur-Didact's Promethean Knight units encountered on Requiem and on Installation 03 utilized the Z-250. A small number of Sangheili members within Jul 'Mdama's Covenant and SPARTAN-IV program|Spartan-IVs aboard the also utilized the Z-250 during the Requiem Campaign.''Spartan Ops'' It is ranked a Rare REQ in Warzone simulations, and is available at Requisition system|Level 4 energy while giving 100 REQ points if sold. During the Mission to Mount Kilimanjaro, 343 Guilty Spark used in a Z-250 in his armiger body to bring down a rocky overhang on Fireteam Apollo and an ONI team as a distraction to help the ''Ace of Spades'' crew to escape. As Spark was only aiming for a distraction, no one was seriously hurt and the crew managed to escape using a teleportation grid|translocation pad. Variants Barbed Lance: The ''Barbed Lance'', an improved Z-250 with faster rate of fire and larger magazine carrying up to 16 rounds, is classified as an Ultra-Rare REQ in Warzone simulations and available at Level 4 energy while giving 150 REQ points if sold. Dying Star: The ''Dying Star'', an advanced Z-250 designed for combat against Flood pure forms, fires adhesive pulsewave explosives; three nearby explosions will prove fatal to even a shielded Spartan. The Dying Star's explosive rounds also disintegrate enemies upon landing a killing blow. However, it has a reduced magazine size of 8 rounds as opposed to 12. In Warzone simulations, the Dying Star is a Legendary REQ that requires Level 5 energy. File:H5G-Barbed Lance.png|Barbed Lance. File:H5G-Dying Star.png|Dying Star. Gameplay In ''Halo 4'' the rifle is essentially a mix between the BR85HB battle rifle|Battle Rifle and the M395 DMR|DMR in that it possesses the three-round burst of the former while not scoped-in and the single-shot fire of the latter when scoped in. While its burst-fire function isn't as potent as that of the Battle Rifle's, its semi-automatic fire is much more powerful than that of the DMR's, thus outclassing the two while zoomed in, especially from a distance with its higher 4 zoom magnification. However, it is slightly hindered by a slower firing rate compared to the two other weapons making it critical that the shots land and result in a headshot. While the time to kill of the unscoped mode is higher to both human weapons, the scoped mode has a lower time to kill. At the maximum red reticle range, the LightRifle can easily overpower a DMR or a BR. While it is not as suitable for close ranges, an extremely skilled user can utilize both firing modes to achieve a lower kill time than its human counterparts. While unscoped, three shots are required to leave an opponent vulnerable to a single lethal melee. Two shots of the single fire mode are required to achieve the same effect. The magazine has two different displays in the HUD: 36 small rounds for unscoped mode, and 12 rounds for scoped. The maximum ammo one can carry is 36/108 when unscoped or 12/36 if scoped. In ''Halo 5: Guardians'' the LightRifle (as it is now capitalized) is no longer capable of a three-round burst like the battle rifle, and instead fires single shots like its ''Halo 4'' rendition's scoped-in mode. The weapon remains aesthetically similar to its ''Halo 4'' version with a change to the scope and a pair of cylindrical components under-slung near the muzzle. However, utilizing the smart scope on the weapon now causes the beam to spread out slightly, allowing for easier hits on moving or distant targets, and reduces the required shots to kill from four to three, assuming the final round is a headshot. Its fire rate drops dramatically while scoped however, making landing that final round more difficult than would be expected. In gameplay, it is significantly harder to find, as there are fewer Prometheans using them than in ''Halo 4'', also due to the fact that Armiger Soldiers can switch to Z-130 Suppressor|Suppressors if players get too close to them. The rate of fire of the Lightrifle has been increased when zoomed in. The rate of fire of the Lightrifle has been decreased when zoomed out. The red reticle range of the Lightrifle now matches the DMR's Turbo-era range. Unscoped mode now fires a single round (similar to the ''Halo 4'' version's scoped firing style) instead of three-round bursts, taking 4 shots to kill a fully-shielded Spartan if the last shot is a headshot. Scoped mode now fires a flat, wide projectile, which takes 3 shots to kill provided the final shot is a headshot. Zoom significantly reduced. Ammunition capacity is adjusted to match the new single-shot only firing mode from 36/108 to 12/36. Name is now capitalized as LightRifle. Rates of fire when zoomed out and zoomed in are slightly reduced. Trivia The Lightrifle was originally conceptualized as the Z-750 binary rifle|Binary Rifle in the preliminary phase of development.:File:H4-Concept-BinaryLightRifles.jpg|Concept art of the Binary Rifle. Note the bottom part that is to be the Lightrifle. Some Sangheili Warriors in Spartan Ops are seen wielding lightrifles, as well as Z-180 Scattershot|Scattershots. Presumably the taboo on using human weaponry observed during the Human-Covenant War does not extend to Forerunner weaponry, perhaps because of the Covenant's veneration of Forerunners and their technology, or that this particular group of Elites (as part of Jul 'Mdama's Covenant faction) does not share either taboo. Getting a perfect kill with the LightRifle in ''Halo 5: Guardians'' multiplayer rewards the player with a medal unique to the LightRifle. Gallery File:Escalation - Installation03Skirmish.png|Promethean Knights armed with lightrifles during the Skirmish on Installation 03 in ''Halo: Escalation''. File:HM-I03.png|Promethean Knights armed with lightrifles during the Skirmish on Installation 03 in ''Halo Mythos''. File:H4-Concept-LightRifle-Initial.jpg|Initial concept art of the Lightrifle for ''Halo 4''. File:H4-Concept-BinaryLightRifles.jpg|Early concept art of the binary rifle that would become the lightrifle. File:H4-Concept-Lightrifle.jpg|Updated concept art of the Lightrifle. File:H4-Z250LightRifle-Side-Render.png|The Lightrifle in ''Halo 4''. File:Lightrifle_blueprint.png|The blueprint for the Lightrifle from the HUD. File:H4-Z250LightRifle-Infobox.jpg|''Halo 4'' Infobox. File:Lightriflehud.jpeg|A render of the light rifle's scope. File:2821570-gallery.jpg|The Lightrifle wielded by Master Chief Petty Officer John-117. File:H4 - HUD Lightrifle.png|First-person view of the Lightrifle in ''Halo 4''. File:H4 - Lightrifle Zoom.png|First-person view through the Lightrifle's scope in ''Halo 4''. File:H4-MP-Z250Lighrifle-AmmoReload.jpg|A Lightrifle being reloaded in ''Halo 4''. File:H4 Terminal Didact Librarian Knights.jpg|Promethean Knights armed with lighrifles in the ''Terminal (Halo 4)|Halo 4 terminals''. File:H5G-Lightrifle barrel concept.jpg|Concept art of the lightrifle's barrel for ''Halo 5: Guardians''. File:H5G-Lightrifle scope concept.jpg|Concept art of the lightrifle's scope. File:H5GBetaLightrifle.png|The lightrifle's scope being used in the ''Halo 5: Guardians Multiplayer Beta''. File:H5GB-LightRifleHUD.png|First-person view of the lightrifle in the ''Halo 5: Guardians Multiplayer Beta''. File:H5GBLightriflezoom.png|Smart scope with the lightrifle in the ''Halo 5: Guardians Multiplayer Beta''. File:H5G-FathomZ250.jpg|First-person view of the lightrifle in a ''Halo 5: Guardians'' screenshot, released during June 2015. File:H5G-Buck ADS.png|Edward Buck using the LightRifle's scope during the Battle of Kamchatka. File:H5G-Z250HUD-Campaign.png|First-person view of the LightRifle by Frederic-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Z250zoom-Campaign.png|Smart scope with the LightRifle by Fred-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Fred&Z250.png|Fred-104 armed with a lightrifle on Genesis. File:H5G-Z250HUD.png|First-person view of the lightrifle in ''Halo 5: Guardians''. File:H5G-Z250zoom.png|The lightrifle engaged in smart scope in ''Halo 5: Guardians''. File:H5G-Z250ss.png|A CENTURION-class Mjolnir|Centurion-clad Spartan-IV using smart scope with the Z-250. File:H5G-KigYarRanger&Z250.png|A Kig-Yar Ranger using a lightrifle on Skirmish at Darkstar. File:H5G-SangheiliRanger&Z250.png|A Sangheili Ranger using a lightrifle. File:H5G-Scopelesslightrifle.png|A Legendary Knight Commander using a scopeless lightrifle. File:H5G-BarbedLanceHUD.png|First-person view of the ''Barbed Lance''. File:H5G-BarbedLance.png|A Centurion-clad Spartan-IV with the ''Barbed Lance''. File:H5G-DyingStarHUD.png|First-person view of the ''Dying Star''. File:H5G-DyingStar.png|A Centurion-clad Spartan-IV with the ''Dying Star''. File:H5G-DyingStarSS.png|The ''Dying Star'' engaged in smart scope. File:H5G-DyingStareffect.png|The effect of the ''Dying Star''s ammunition. File:H4-Z250LightRifle-ImprintSkin.png|Imprint (IPT) skin. File:H4-Z250LightRifle-SteelSkin.png|Industrial (IDT) skin. File:REQ card - Lightrifle.jpg|LightRifle. File:REQ card - Barbed Lance.jpg|''Barbed Lance''. File:REQ card - Dying Star.jpg|''Dying Star''. List of appearances ''Scanned'' ''Halo 4'' * ''Terminal (Halo 4)|Terminals'' * ''Spartan Ops'' ''Halo: Escalation'' ''Halo: Hunters in the Dark'' ''Halo 5: Guardians'' ''Halo Mythos'' ''Halo: Bad Blood'' ''Halo: Renegades'' ''Halo: Point of Light'' ''Halo: Outcasts'' Sources Category:Forerunner weapons
''Halo 4'' The Lightrifle is a hybrid of the BR85HB battle rifle|Battle Rifle and M395 DMR|DMR with the unscoped mode featuring the three-round burst of the former and the scoped mode featuring the powerful single-shot fire of the latter. Its burst-fire function, while not as potent as that of the Battle Rifle, has a faster rate of fire to make up for its inferior stopping power. When scoped in, the Lightrifle gains much more power than the DMR, thus outclassing it and the Battle Rifle in this case, especially with its higher 4 zoom magnification. The maximum ammo for the weapon is 36/108 when unscoped or 12/36 if scoped. It can drop Elites, Spartans, and Knights in a few well-placed shots, especially when scoped in. Knights are very commonly seen using this weapon, meaning ammunition should not be rare for this weapon. ''Halo 5: Guardians'' ''Halo 5: Guardians'' altered the LightRifle to be even more similar to the M395 DMR#M395B Designated Marksman Rifle|M395B DMR: it now fires single rounds whether hipfired or scoped in, just like the ''Halo 4'' rendition's scoped-in mode. * The weapon's ammunition capacity has been adjusted to match the new single-shot only firing mode from 36/108 to 12/36. Smart scoped LightRifles fire wider beams, which allows for easier hits on moving or distant targets and reduces the required shots to kill from four to three, assuming the final round is a headshot. * Note that just like the ''Halo 4'' rendition of the weapon, firing the weapon when scoped in results in a lower rate of fire, but much more so when compared to ''Halo 4'', making the final round more difficult to land than expected. In comparison to ''Halo 4'', ammunition for the LightRifle is rarer, as Knights are now almost always seen with either Z-180 Scattershot|Scattershots or Z-390 incineration cannon|Incineration Cannons and Armiger Soldier|Soldiers tend to use the Z-130 Suppressor|Suppressor as well. Warzone features two additional variants: * ''Barbed Lance'': an improved LightRifle with 16-round magazines and a faster rate of fire, making the weapon more useful for offensive engagements. * ''Dying Star'': an advanced LightRifle whose rounds are laced with adhesive pulsewave explosives, with three nearby explosions proving fatal to even a shielded Spartan, although its magazine is smaller with only 8 rounds. This weapon is most useful as a defensive weapon. Category:Gameplay guides
|model = |type = Automated sentry turret |cost = |length = Apparatus: Sentry: |width = Apparatus: Sentry: |height = Apparatus: Sentry: |ammotype = Light mass |operation = |rate = |velocity = |accuracy = |optics = None |range = |service = Forerunner Post-Covenant War conflicts }} The Autosentry is an automated Forerunner combat support drone. Overview The Z-2500 is a stationary automated drone that is materialized through hard light from a combat fabricator housed in a user's armor. The drone is composed of an anti-gravity drive located at the lower back, which provides pivoting hover movement in a stationary position, a firing lens located at the very front, and a pair of targeting arrays located at the lower front. It can provide combat support and protection in combat; when it detects a target, it emits a noise and a red light, then fires a bolt of light mass. While its firepower is negligible, it serves as a secondary source of targeting to slowly grate away an enemy's shielding while exposing them to direct fire from another weapon. It currently outstrips similar devices used by the United Nations Space Command by virtue of its mobility and power. It is commonly utilized by Promethean Knights, but can be integrated to the MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR [GEN2] armor, allowing Spartans to provide suppressive fire and open new tactical opportunities. In War Games simulations, the targeting arrays and firing lens take the color of the team the controller is on. In the field, however, they are light blue. The Z-2500 APD can be fooled by a Type-27 hologram|hologram, and will fire on the hologram. The Z-2500 APD can also be avoided by a completely stationary target using active camouflage. A camouflaged target will be detected and targeted if they are moving however, and activating camouflage when already targeted will not cause the autosentry to lose its lock. Gallery File:H4-Concept-Autosentry.jpg|Concept art of the Autosentry drone. File:H4-AutosentryDrone-HUD-Icon.png|HUD Icon of the Autosentry. File:Z-2500 APD.jpg|Front view of the Z-2500 APD. File:H4-PrometheanArmorAbility-Module.png|The armor-mounted base of the Z-2500 APD. File:H4-Autosentry-Deployment-Campaign.png|John-117 deploying the Autosentry against a Knight Battlewagon. File:H4-Autosentry-Deployment-Campaign1.png|Front view of John-117 deploying an Autosentry. File:H4-MP-Autosentry-Closeup.jpg|In-game closeup of the Autosentry. File:H4-MP-Autosentry-Deployment.jpg|A SPARTAN-IV deploying the Autosentry. File:H4-AutoSentry-Deployment.jpg|Early preview of the Z-2500 Automated Protection Drone hovering. File:H4-MP-Z2500APD-Autosentry.jpg|The Autosentry being deployed. File:H4-MP-Z2500APDAutosentry-Shot.jpg|The Autosentry firing an energy beam. File:HSS Ability Icon Autosentry.png|The icon for the Autosentry in ''Halo: Spartan Strike''. File:Autosentry.png|The Autosentry in ''Halo: Spartan Strike''. List of appearances ''Halo 4'' * ''Spartan Ops'' ''Halo: Spartan Assault'' ''Halo: Spartan Strike'' ''Halo: Official Spartan Field Manual'' Sources Category:Armor abilities
|cost = |variant = |length = |width = |height = |ammotype = Antimatter/ionized particles |weight = |capacity = |feed = One unit 100 battery units |operation = |rate = 0.2 seconds per burst (0.8 seconds between bursts, 75 bursts per minute)17 RPM |velocity = 48.37 m/s (158.7 ft/s; 108.2 mph) 68.90 m/s (226.0 ft/s; 154.1 mph) |optics = |range = Medium to very long 152 m (500 ft) ''] 274 m (900 ft) 30.5 m (100 ft) 49.5 m (162.5 ft) |service = Forerunner-Flood war Post-Covenant War conflicts }} The Weapon/Anti-Materiel Z-390 High-Explosive Munitions Rifle (W/AM Z-390 HEMR), also known as the incineration cannon, is a Forerunner anti-materiel weapon originally used to combat the Flood.Halo 4: The Essential Visual Guide, ''page 101'' It is commonly used by Promethean Knight|Promethean Knight Commanders. Overview The weapon possesses an angular design and a metallic casing. It appears to be held together, at least partly, by energy fields as indicated by its self-assembly process and reloading mechanics. Red highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired. The weapon features an integrated optical scope for targeting accuracy. The Incineration Cannon was manufactured and developed by Ferrarius Assembler Vats. The Incineration Cannon was often used to strategically purge Flood-infected sites. Prometheans used the Incineration Cannon when assaulting a location believed to contain a Gravemind, or early-forming Flood hive|spore mountains, that were deemed too small for ship weapons but too large for infantry weapons. The Incineration Cannon fires five antimatter-infused streams of concentrated explosive particles, which gather into globular projectiles that oscillate along a straight trajectory and disintegrate targets when landing a killing blow. The projectiles detonate and spread upon impact with a target, ricocheting and bouncing in tall but short arc trajectories. It initially holds five whole charges at a time with one shot per charge. Each charge is automatically "loaded" after firing and cool-down. It has been described as "mixing traits of a rocket launcher, shotgun, and flamethrower." In Warzone simulations, the Incineration Cannon can be Requisition system|requisitioned by SPARTAN-IV program|SPARTAN-IVs as a Level 5 Rare REQ.Halo 5: Guardians Variants River of Light: The ''River of Light'' is an improved Incineration Cannon that was created during the Forerunner-Flood war, which led to many technical advances that ultimately proved fruitless. Upgraded with increased damage, a wider projectile trajectory, 25% increased battery capacity, faster burst rate of fire, faster charging speed, and faster heat dissipation, it unleashes long bursts of seven energy blasts if charged up. Available as an Ultra Rare REQ for Level 5 energy in Warzone simulations, the ''River of Light'' is also available as the third Special weapons (Halo 5: Guardians)|hidden weapon in the mission Reunion. Heartseeker: The ''Heartseeker'', carried by Warrior-Servants relentless on the hunt, is an advanced Incineration Cannon that fires slower-moving but more powerful energy charges with very strong homing behavior, 30% increased range, and a wider blast radius over the standard weapon. It is available in Warzone simulations as a Legendary REQ that costs Level 6 energy. File:Halo 5 River of Light.png|River of Light. File:H5G Heartseeker.png|Heartseeker. Gameplay Power of the weapon is determined by how long the user holds down the trigger, with uncharged shots firing a burst of two projectiles with arcing trajectory and fully charged shots having a similar effect as those of the previous incarnation of the weapon, albeit without any secondary explosions. Keeping the weapon charged will slowly deplete its battery at a rate of 1% per second, similar to the Type-54 plasma pistol|Plasma Pistol. * Uncharged shot consumes 5% of each shot while fully charged shots mainly can consume up to 25% in total. A battery meter replaces the reloading, single shot mechanic of the ''Halo 4'' incarnation. Aiming reticle has been altered. Lights on the weapon are recolored from red to orange. Time between fully charged shots is shorter. Ammo total reduced from 6 to 4 for fully charged shot and increased from 6 to 20 for uncharged shot. Red reticle range significantly decreased, although charged shots are mostly unaffected. No longer makes a sound when the player attempts to fire the weapon while out of ammo. Now expands slightly when smart scope is used instead of bringing up a fullscreen smart-linked scope on the player's heads-up display. Aiming reticle's outer brackets have been very slightly bloomed out. Carries a maximum of 8 shots. Inflicts significant splash damage. Can destroy a Wraith or Scorpion tank in one precision shot. Requires open area for safe use. As with other explosive weapons, splash damage at close range can injure or even kill the player. Gallery File:H4-Concept-IncinerationCannon.jpg|Concept art of the Incineration Cannon for ''Halo 4''. File:H4 ScattershotIncinCannon Concept.jpg|Concept art of the final build of the Incineration Cannon, alongside the Scattershot. File:H4-IncinerationCannon.png|The Incineration Cannon in ''Halo 4''. File:H4-Z390HEMRIncinerationCannon-AltRender.png|Alternate render of the Incineration Cannon. File:H4 - Incineration cannon HUD icon.png|HUD icon of the Incineration cannon. File:H4-Concept-IncinerationCannon-Scope.jpg|Render of the Incineration Cannon's scope. File:H4-Z390HUD-Campaign.png|First-person view of the Incineration Cannon by John-117 in the ''Halo 4'' campaign. File:H4-PrometheanKnight-03.jpg|A Knight Commander with an Incineration Cannon aboard the ''Mantle's Approach''. File:H4-MP-IncinerationCannon-HUD.jpg|First-person view of the Incineration Cannon in ''Halo 4''s multiplayer. File:H4-MP-IncinerationCannon-Fire.jpg|The Incineration Cannon's explosive rounds when fired in ''Halo 4''. File:IC reload.jpg|A Spartan-IV reloading the Incineration Cannon. File:H4-MP-IncinerationCannon-Firing.jpg|An OPERATOR-class Mjolnir|Operator-clad Spartan-IV firing an Incineration Cannon. File:H5G-Z390HUD-Campaign.png|First-person view of the Z-390 by Frederic-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Z390zoom-Campaign.png|Spartan abilities#Smart Scope/Hover|Smart scope with the Z-390 by Fred-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Z390Overheat.png|The Z-390 overheating in Fred-104's hands. File:H5G-ROLHUD-Campaign.png|First-person view of ''River of Light'' by Fred-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Fred&Z390.png|Fred-104 with a Z-390 on Genesis. File:H5G-Fred&RoL.png|Fred-104 with the ''River of Light''. File:H5G-Z390HUD.png|First-person view of the Z-390 in ''Halo 5: Guardians''. File:H5G-Z390zoom.png|The Z-390 engaged in smart scope on Regret (Halo 5: Guardians map)|Regret. File:H5G-Boom.jpg|A RECRUIT-class Mjolnir|Recruit-clad Spartan-IV using an Incineration Cannon in ''Halo 5: Guardians''. File:H5G-Challenger&Z390.jpg|A CHALLENGER-class Mjolnir|Challenger-clad Spartan-IV with a Z-390 on Escape from ARC. File:H5G-Z390SS.png|Third-person view of an incineration cannon engaged in smart scope. File:H5G-Z390UnchargedShot.png|The Z-390's uncharged shot. File:H5G-Z390ChargedShot.png|The Z-390's charged shot. File:H5G-Z390Overheat-ThirdPerson.png|A CENTURION-class Mjolnir|Centurion-clad Spartan-IV with an overheated Incineration Cannon on Regret. File:H5G-ROLHUD.png|First-person view of ''River of Light''. File:H5G-ROL.png|A Centurion/VIGILANT-class Mjolnir|Vigilant-clad Spartan wielding ''River of Light'' on Coliseum. File:H5G-ROLEffect.png|The ''River of Light''s charged shot. File:H5G-HeartseekerHUD.png|First-person view of ''Heartseeker''. File:H5G-Heartseeker.png|A Spartan wielding ''Heartseeker''. File:REQ Card - Incineration Cannon Certification.png|Incineration Cannon - Certification. File:REQ Card - Incineration Cannon.png|Incineration Cannon. File:Riveroflight.png|''River of Light''. File:Heartseeker.jpg|''Heartseeker''. List of appearances ''Halo 4'' * ''Spartan Ops'' ''Halo: Spartan Strike'' ''Halo 5: Guardians'' ''Halo: Official Spartan Field Manual'' Sources Category:Forerunner weapons
''Halo 4'' In the campaign, the Incineration Cannon is first obtained in ''Shutdown'', but can be obtained earlier in ''Forerunner (level)|Forerunner'' via two Legendary-exclusive secrets. See the Incineration Cannons on Forerunner and Hidden weapons caches on Forerunner pages for more information. * The weapon later appears in ''Midnight''. Similar to its UNSC and Covenant counterparts, the Incineration Cannon is best used when shooting the ground in the close proximity of an enemy. The wide spread of the weapon's projectiles increase the effectiveness of this technique even more so than with the weapon's counterparts. In encounters with M808 Scorpion and tanks, players can inflict maximum damage by shooting at the lower part of the tank. If that shot strikes the tank, it will completely destroy it in one hit, because when the main particle explodes, the four remaining ones will go up and explode under the tank, damaging all the parts. Of all the heavy weapons, the Incineration Cannon is the most effective against the HRUNTING/YGGDRASIL Mark IX Mantis|Mark IX Mantis ADS. A single direct hit on the Mantis's cockpit will destroy it; all other heavy weapons require at least two hits, one to remove the shields and one to finish the vehicle off. However, since the Incineration Cannon uses a multiple-projectile round, the Mantis will lose its shields to the first set of projectiles while the secondary ones finish it off. The Incineration Cannon makes an effective long-range power weapon; because, unlike its counterparts, the projectiles of the weapons suffer no gravitational drop over long distances, its quite possible to kill an enemy from across the map with the weapon. This is particularly useful on maps with long sight lines, or while playing Husky Raid in Action Sack. A Damage Boosted Incineration Cannon is the most powerful weapon in the game, hands down. Should you find yourself in such a situation, engage any and all targets without hesitation. ''Halo 5: Guardians'' The new Incineration Cannon now features two fire modes; one that operates as a two-shot mortar, the other a charged shot similar to its original firing mode, albeit without any secondary explosions. The mortar is good for indirect fire and for single-target engagement at close range. It can be fired twice in quick succession before overheating, and two volleys are usually enough to kill an enemy. The charged shot is excellent for engaging targets at range (since it has unlimited range, a perfectly straight flight path, and a large hitbox and splash damage area that will one-shot any enemy within it), groups of enemies, vehicles, and clearing out tight corridors. It consumes a fourth of the weapon's battery, however. Unlike in ''Halo 4'', the Incineration Cannon is considerably more common in the ''Halo 5: Guardians'' campaign. The Incineration Cannon is first found in ''Glassed'', but can be missed if the player chooses to destroy the door's power generator and open the door earlier without spawning the Knight Commanders. * It later appears in every subsequent level where Prometheans appear as enemies. The Incineration Cannon, with its charged shot, can kill a campaign character and make them unrevivable until they respawn. * This doesn't apply to the ''River of Light'', though. Warzone and Arena feature two variants, both with 25% larger battery capacity: * ''River of Light'': an improved Incineration Cannon which replaces the large cluster charge shot with a rapid-fire stream of normal pulses and has a faster rate of fire. It is most effective at putting damage onto a big target (e.g. a boss or vehicle) very quickly. ** It can also be found as a Special weapons (Halo 5: Guardians)|hidden weapon in the campaign mission ''Reunion'', where it is effective against the Warden Eternal and his hordes of Promethean minions. * ''Heartseeker'': an advanced Incineration Cannon that fires slower-moving tracking energy charges and has 30% greater range with a trade-off of a tighter arcing trajectory. It is most effective when used as an anti-infantry weapon, as one pull of the trigger with a red reticle lock is enough to kill an enemy who doesn't have an Overshield. However, it is still useful for dealing with aerial units due to its strong tracking, which can hit even evading D'nomlhe-pattern Banshee|Banshees and Phaetons, if the environment is not to be considered. Category:Gameplay guides
|series= |type=Grenade |cost= |variant=Z-040 pulse grenade |service= Forerunner-Flood war Post-Covenant War conflicts Created uprising |length= |width= |height= |weight= |ammotype-title=Filler |ammotype=Ionization pulse |capacity= |feed= |operation=Explosive |rate= |velocity= |optics= |range= }} The splinter grenade is a multi-purpose, area-denial grenade used by the Forerunners. Overview The Z-400 splinter grenade is an area-denial grenade that can be utilized for both offensive and defensive purposes. When inert, the splinter grenade is a box-like device with six pyramidal projections from each face and glowing red-orange highlights that is visually similar to the near-detonation phase of the Z-040 pulse grenade. Once the grenade detonates, the splinter grenade splits and forms into a ionized lattice cloud of several floating orange "sparks". When someone comes into contact with this field, some or all of the sparks will detonate and disintegrate the unfortunate victim(s), just like the pulse grenade. The sparks appear to linger in the air for some time before dissipating. The ionized lattice additionally creates an electromagnetic pulse effect on vehicles that enter the cloud. Reports of a proximity fuse and airburst functionality with some splinter grenades are currently under investigation by the UNSC Navy's Office of Naval Intelligence. Despite the grenade's separate Z classification system|Z-designation assigned by the United Nations Space Command, the splinter grenade appears to be one of many programmable settings for the Z-040 pulse grenade. Though it remains unclear who or what unlocked the device's new functionality, it is presumed that Promethean forces used the splinter grenade over the pulse grenade mode once it was clear that a Flood infestation was not an immediate tactical concern. UNSC analysis has not yet unlocked the mechanism for changing the grenade's mode nor discerned its other hidden functionality. The splinter grenade was utilised by Forerunner Warrior-Servant forces during the Forerunner-Flood war to cauterise Blightlands|Flood redoubts on contested worlds, or to recover ships which the Flood had taken over. It was ultimately phased out in favour of the Z-040 pulse grenade preferred by Builder Security. Reawakened Promethean and armiger forces utilised the splinter grenade during the conflicts of the Post-Covenant War conflicts|post-war period leading into the Created uprising, leading to the UNSC's belief that they switched to the splinter grenade over their previous pulse grenade settings once they had established that they were not going to be fighting the Flood in the immediate future. Gameplay Due to the lingering effect and the fact the sparks are not very visible, it can be used as an effective trip mine, triggering when a player runs around a corner or pathway or backs into it by accident during a firefight. Due to its near-instantaneous detonation time when it comes into contact with a surface, it can effectively take out a player or enemy without giving them much time to dodge it by being thrown directly at them. It also has an EMP function that triggers upon coming into contact with a vehicle, which can facilitate boarding or hijacking action. Trivia In the ''Halo 4: Official Game Guide'', the pulse grenade is portrayed in its near-detonation phase (cube with 6 spikes) which is identical to the splinter grenade's inert phase. The shape of the splinter cloud is a cross and a hexagon when viewed from two different non-opposite lateral sides. In other words, looking at the cloud facing directly parallel to the "throw plane" will align the splinters in a cross shape, while walking around to be perpendicular to said plane, with an imaginary line connecting the player to the cloud's center, will show them in a hexagon. *This is also why the unused Grenade Launcher CLUSTER|cluster grenade launcher's cluster bombs fall in two groups of three plus two more bombs falling perpendicularly; the bombs try to get into the same shape, but due to being affected by other forces, they fall. Gallery File:Splinter disintegrate.gif|The effects of walking into an active splinter grenade's sparks. File:H5G-Raijin&Z400.jpg|A Spartan-IV throwing a splinter grenade on Coliseum. File:H5G-Tracer&Z400.jpg|A Spartan throwing a splinter grenade. File:H5G_ArmorMod_SplinterGrenadeExpert_Icon.png|Icon for the Splinter Grenade Expert armor mod. List of appearances ''Halo 5: Guardians'' Sources Category:Grenades Category:Forerunner weapons
|cost= |variant= |service= |length= |width= |height= |weight= |ammotype= |feed-title=Duration |capacity= |feed=Single use (20 seconds) |operation= |rate= |velocity= |optics= |range= }} The bubble shield , is a piece of deployable equipment. It is Forerunner in origin, but the United Nations Space Command's Office of Naval Intelligence manufactured a number of the devices based on discovery of those formerly used by Warrior-Servants. Overview File:Bubble Shield.jpg|thumb|left|200px|Late-war deployable shield modules created a gold, dome-like protective area for approximately 20 seconds when activated. "Dissipative"-style bubble shields are a technology originally of Forerunner origin. They were used by the Warrior-Servants and various forms of Sentinel for protection, and later reverse-engineered by both the Covenant and Office of Naval Intelligence to form crude copies for use as battlefield deployable equipment. The bubble shield design used by humanity and the Covenant consists of an emitter capable of projecting a translucent, slightly white/gold tinted protective sphere sphere of interlocking hexagonal force enfolder elements around the user. The shield itself is similar to a Wikipedia:Geodesic dome|geodesic dome, made of tessellating hexagons. The shield protects against bullets, explosions, lasers, plasma, flames, grenades, and other projectiles. Vehicles and personnel, however, are still able to pass through it. After approximately 20 seconds have passed since activation, the shield will collapse and the generator self-destructs. Heavier stationary weaponry, such as the , are capable of overpowering or firing through the shield., the descriptive text refers to the Snowbound sentry guns.}} The bubble shield has a storied developmental history among the Covenant and the UNSC. The original designs for the bubble shield are based on Forerunner technology, used by the Warrior-Servants and some forms of Aggressor Sentinel|Aggressor and Protector Sentinel (Trove)|Protector Sentinel. These devices were crudely reverse-engineered by the Covenant, with examples themselves captured by the UNSC and used as the basis for the development of a bubble shield of human make during the later years of the Human-Covenant War. During the Fall of Reach, many of the ONI prototypes for the deployable bubble shield were captured by Covenant forces and were crudely copied for use by loyalist Jiralhanae forces in the war's final months - particularly the Battle for Earth and Battle of Installation 00. ONI research into bubble shield technology also resulted in the development of a MJOLNIR Powered Assault Armor-compatible Armor abilities|reusable armour ability known as the drop shield. Manufacture of ONI-approved bubble shield devices continued until 2555, at which point they were discontinued and development efforts were refocused toward MJOLNIR-compatible emitters. Operational history Bubble shields were used by the Warrior-Servant forces of the Forerunner Ecumene to provide temporary battlefield fortifications, with similar systems employed as the standard energy shielding mechanisms of various Sentinel classes. During the Human-Covenant War, humanity were able to leverage bubble shield technology stolen from Covenant derivatives of the Forerunner originals in a number of forms. One such device was used by Blue Team during Operation: WARM BLANKET in 2544, to safely secure their boarding of the Covenant carrier ''Resplendent Fervor''. Another such system was later featured in a number of the Project HRUNTING|HRUNTING/Project YGGDRASIL|YGGDRASIL development program prototypes including the HRUNTING/YGGDRASIL Mark I ADS|Mark I ADS and select Reactive Cyclops|refit packages for the HRUNTING Mark III (S) Cyclops|Mark III [S] Cyclops. Forms of bubble shield technology continued to be developed and used by UNSC forces through the late-war, with ONI developing the drop shield armour ability package based on the same operating principles, later used during the Fall of Reach. Many of these designs were stolen from Reach by Covenant forces, and further developed and used by the Brute loyalist troops during the final weeks of the war. Due to their size, mass, and relatively short power cell duration, along with low rates of production, Bubble Shields saw very limited use during the last stages of the Human-Covenant War. During UNSC Tactical Simulator|simulations of the Battle of Installation 03 and Battle of New Phoenix a Unidentified Spartan-IV|Spartan-IV utilized a armor abilities|version capable of allowing the user to fire weapons at targets while remaining inside the shield. By 2555, production of ONI produced bubble shields was halted in favour of focus on MJOLNIR energy shielding, though the existing prototypes continued to see use as late as 2558#January|January 21, 2558, in which SPARTAN-G059 deployed a bubble shield against Avu Med 'Telcam to block his 's rounds during her Assassination of Avu Med 'Telcam|assassination mission. As of 2559, bubble shield technology has been leveraged by the forces of both and the Banished during their Second Ark Conflict|war for control of the Ark. In-game information File:Bubbleshield gx1-1.jpg|200px|thumb|Comparison between deployed and undeployed bubble shield. In the campaign of ''Halo 3'', Jiralhanae|Brutes deploy bubble shields often. At least one or two Brutes in a Covenant pack always have a bubble shield on hand. Brutes generally activate their bubble shields immediately when taking fire or when feeling threatened. Unlike the multiplayer "shield doors", vehicles are able to pass through the bubble shield. Damaging the shield generator itself in the bubble's enclosure will cause it to explode, and the shield will collapse upon detonation. Upon reaching its energy limit, bubble shields will make a high-pitched sound prior to overloading and exploding. In ''Halo: Spartan Strike'' the bubble shield can be used repeatedly with a duration of 8 seconds and a cooldown of 24 seconds. Disadvantages Enemies can enter the shield freely. The bubble shield only lasts about 20 seconds. In combat, however, this is more than enough time to regroup and recover. If either the player or an enemy throws a grenade inside the bubble shield, it stays inside and will more than likely kill almost everyone in the shield at that time. This strategy is most effective with Type-2 spike grenade|spike grenades, as the spikes will bounce around and shred anything inside the shield. The generator is very delicate, and if shot from the inside, it will quickly explode and destroy the bubble shield. Vehicles can also enter bubble shields. Therefore, you can run somebody over while they are still in the bubble shield. The bubble shield can be affected by other equipment if thrown within the shield's proximity. For example, if an opponent throws in a portable gravity lift near the generator, the gravity lift can raise the shield generator up, leaving anyone previously inside the shield defenseless. Additionally, effects from equipments can also be limited in the shield; if a regenerator is thrown inside the bubble shield, only those within the shield are affected. Likewise, if a power drain is thrown inside an active bubble shield, the disabling effects of the power drain are contained within the bubble shield. The bubble shield can be knocked away by throwing a power drain or radar jammer at the generator, causing both objects to roll, and leaving anybody previously inside the shield exposed. Trivia An early form of the bubble shield was used in the Starry Night|original teaser trailer for Halo 3. It is shown being used by John-117 to protect him from an incoming Zurdo-pattern Wraith|Wraith mortar. In the teaser trailer, the bubble shield looked like a type of grenade, leading to rumors that it would be one of the new grenade types. The bubble shield is capable of negating the effects of a Kill Ball, allowing players to go inside the ball. When deployed on an Elephant, the bubble shield does not work as intended- high-powered weapons such as the Spartan Laser will shoot right through, killing the user inside. However, five or more bubble shields will protect players inside its dome. In ''Halo: Spartan Strike'', only Elite Majors are issued with bubble shields, while the player can equip it as default on certain missions. Gallery File:BubbleShield StarryNight.jpg|An early model of the bubble shield in the ''Starry Night'' trailer. File:Avatars Halo Halo3 Shield.jpg|The bubble shield activating in the ''Starry Night'' trailer. File:1179249572.jpg|The bubble shield is capable of blocking practically all forms of attack throughout its duration, including M6 Spartan Laser|Spartan Laser shots. Note the clear color from the ''Halo 3 Beta''. File:Bubbleshieldhud.svg|The bubble shield's HUD icon. File:H3-BubbleShield.png|View of the bubble shield in ''Halo 3''. File:BubbleShield-2views.jpeg|Active and inactive states of the bubble shield. File:Brute activates a bubble shield.jpg|A Brute activates a bubble shield. File:HSS-Gameplay-Shielded.jpg|The bubble shield being used in ''Halo: Spartan Strike''. File:TelcamBS.png|SPARTAN-G059 deploys a bubble shield over Avu Med 'Telcam in ''Knight takes Bishop''. File:HW2 Blitz Reactive Cyclops.png|A Cyclops with a bubble shield in ''Halo Wars 2''. File:HW2 Blitz Reactive Marines.png|Marines with a bubble shield. File:HW2 Alice's Blitz Bubble Shield.png|Alice-130 with a bubble shield. HW2_Reflective_Shields_Banished.png|Unique bubbles shields employed by the Banished. List of appearances ''Starry Night'' ''Halo 3'' ''Halo Wars'' ''Halo 3: ODST'' ''Halo Legends'' *''Prototype'' *''The Package (animated short)|The Package'' *''Odd One Out'' ''Halo: Spartan Strike'' ''Halo: Tales from Slipspace'' *''Knight Takes Bishop'' ''Halo Wars 2'' ''Halo: Official Spartan Field Manual'' Sources Category:Shield technology Category:Armor abilities Category:Equipment
Campaign When fighting large numbers of Covenant forces, the bubble shield is useful as it protects you from all sides. However, certain berserking Jiralhanae|Brutes may leap inside the shield and beat you down. It is particularly useful against Yanme'e|Drones, partially because they usually surround you, and partially because they rarely attempt to enter the sphere. Be aware, however, that after approximately 20 seconds, the shield will deactivate, leaving you wide open to attack. Another situation in which the bubble shield is useful is protecting you from a Deutoros-pattern Scarab|Scarab detonation. It will stop the explosion from harming you completely, unless the explosion starts on the inside of the bubble shield. As such, it is advised that you at least exit the Scarab before using the bubble shield. Beware that the Scarab's debris will fall through the bubble shield and may end your moment of victory prematurely. Another strategy is to use a bubble shield as a stepping stone, breaking up combat and allowing the player to use the bubble shield to block enemy fire while retreating. This is especially useful at the end of The Storm, where there are large, linear sections. A good tactic when enemy troops deploy a bubble shield is to "take over" their bubble shield. Charging into a bubble shield often catches Covenant troops off guard, and enemies wielding heavy weapons such as Pez'tk-pattern fuel rod gun|Fuel Rod Guns or Type-25 Grenade Launcher|Brute Shots will not fire at such close range. Bubble shielded enemies can easily be overpowered by melee or close-ranged weapons as their teammates look on helplessly outside. Keep in mind that the Flood will usually just charge right in, so it is not much use against Flood forms other than the Ranged form. Multiplayer The bubble shield is an incredibly useful piece of equipment in any Multiplayer game or match. These are a few yet vital tactics that you should know if you want to use the bubble shield to its full potential. If you have been in a close range fight with another player and your shields are down, it is often a good idea to use a bubble shield to give your shields time to recharge. Also, if you have a Shotgun, Type-1 Energy Weapon/Sword|Energy Sword, or a Gravity hammer (fiction)|Gravity Hammer as your secondary weapon, and a player with a regular weapon (i.e. Assault rifle|Assault Rifle or Battle rifle|Battle Rifle) is running to you, drop the shield so that they will be forced to come through the shield to finish you off. Right before the player gets to the shield, pull out your Sword/Shotgun/Hammer and surprise them when they step through. If you do not have a close range weapon, use this same strategy except with a Frag or Type-2 Antipersonnel Fragmentation Grenade|Spike Grenade. Time the grenade so that it will explode right as they step through while you step out the other side of the shield to avoid damage. If done correctly, the grenade will deplete the enemy's shields so you can kill them with a single melee hit or headshot. Many players often deploy their shield and taunt their opponent by teabagging or simply doing a "staring contest". This can call for some embarrassing moments, as another player can easily flank and assassinate them. Another method that is very useful is the Man Cannon - bubble shield combo. In Valhalla and Narrows, campers often take position so that they can easily open fire at players landing from the Man Cannon. A player can use the bubble shield by sending it first into the Man Cannon, thereby securing a safe landing zone on the other end of the Man Cannon, protected from enemy fire and grenades. Also, smart players can activate the bubble shield as they enter the Man Cannon, effectively giving them cover as they fly through the air. This tactic is useful if the deployer is holding a flag or oddball. A way of getting through an opponent's bubble shield is to get a vehicle and drive into the player hiding in the shield. This works particularly well with a M12 Force Application Vehicle|Warthog or Type-32 Rapid Assault Vehicle|Ghost. Another strategy is to rush towards the shield and step back right when you're in front of it. If done correctly, the other player will overreact and step out of the shield, giving you an open shot. Another strategy is to catch an opponent using heavy weapons by surprise by throwing a bubble shield in front of them as they fire. This calls for precise timing and close quarters. To pull this one off, a player must be within a reasonably close distance to the enemy and must deploy their bubble shield almost exactly as the enemy weapon is fired. The activating bubble shield will cause the shot to explode in their face, often causing a suicide or giving the bubble shield deployer the kill. A similar situation can occur with plasma grenades. Activating a bubble shield as an opponent tosses a plasma grenade towards you can cause the grenade to bounce off the bubble shield and stick the player who originally tossed the grenade. The travel distance of this bounce is not far, so unless your opponent is charging into the bubble shield this does not happen often. One anti-personnel combo calls for a bubble shield and a Type-2 Antipersonnel Fragmentation Grenade|spike grenade. If someone deploys a bubble shield as protection, then another person can walk into the shield and throw the spike grenade at the inside of the shield. When the grenade goes off, the bubble shield will keep the spikes inside, and anyone unlucky enough to be caught inside the shield, unless they are on the opposite side, will be shredded by the ricocheting spikes. You can also activate the shield then use active camouflage, as the shields hides the ripples created by the invisibility. Category:Gameplay guides
|width = |height = |weight= |ammotype= |capacity= |feed= |operation= |rate= |velocity= |optics= |range= }} Promethean vision is a Forerunner short-range, full-spectrum vision enhancement system. Overview The Promethean Vision module itself resembles other Armor abilities|similar equipment of Forerunner origin. When used, it enables the user to detect shapes and movement through solid barriers, and can be leveraged in human-developed MJOLNIR Powered Assault Armor in conjunction with Visual Intelligence System, Reconnaissance Version 4.0. Its effectiveness is somewhat limited by its difficulty and inability to perceive the use of active camouflage systems and the Type-27 hologram|hologram decoys, respectively, alongside the noise it produces when it is in use. Promethean vision was originally developed for use by the Promethean soldiers of the Forerunner rate of Warrior-Servants. Even post-Composer|composition, Knight Commanders continued to make use of Promethean Vision modules. In the modern day, Promethean vision modules were acquired for use by John-117 with his MJOLNIR Powered Assault Armor/Mark VI|MJOLNIR Mark VI MOD armour during the Battle of Requiem in 2557#July|July 2557. They were later used by Spartan Operationss personnel during the Requiem Campaign the 2558#February|following February, with their usage contributing to a number of UNSC victories in the Requiem theatre. A functionally similar mimic of the Promethean vision module known as the "Viper Shroud" has been developed by the Watershed Division for United Nations Space Command usage. The module was designed for use on the STREET VIPER-class Mjolnir|STREET VIPER helmet. The Viper Shroud consists of a multi-target acquisition and cueing system. Another UNSC attempt to replicate the functions of the Promethean vision module is the FCI attachments#FCI-X/ANPAO|FCI-X/ANPAO attachment for the VIPER-class Mjolnir|Viper helmet, which enables the wearer to detect and target Flood biomass. In-game information The behavior of Promethean vision differs between game modes. In War Games, Promethean vision has far greater difficulty detecting enemies using active camouflage. A player utilizing active camo will not glow orange, but rather appear blue in the manner a player appears if they are utilizing the Stealth Support upgrades|Support Upgrade. Promethean vision will also not differentiate between a player and a hologram, making it difficult to tell them apart. Interestingly, if a player utilizes both the Stealth upgrade and hologram ability, their hologram will still display bright orange while the player is blue, allowing alert players to differentiate between the two. In campaign and Spartan Ops, however, Promethean vision has no difficulty detecting active camouflage. Targets still glow bright orange, even when using active camo. This makes Promethean vision incredibly useful for detecting Jul 'Mdama's Covenant|Covenant units utilizing stealth technology. Trivia Promethean Vision is the only armor ability which can be used while carrying a detached turret. Using any other armor ability will cause the player to drop the turret. Gallery File:H4_PrometheanVision_Concept.jpg|Concept art of the Promethean Vision in use. File:H4-PrometheanVision-HUD-Icon.png|HUD Icon of the Promethean vision armor ability. File:Promethean_Vision_unit.jpg|View of the Promethean vision module. File:H4 - Promethean Vision.jpg|A SPARTAN-IV program|SPARTAN-IV using Promethean vision. File:Promethean Vision Spartan Ops.png|Promethean vision active in first-person. File:H4 - Promethean Vision.png|John-117 utilizing Promethean vision. File:H4 - Promethean Vision Campaign Final.png|John-117 utilizing Promethean vision in the final version of ''Halo 4''. List of appearances ''Halo 4'' *''Spartan Ops'' ''Halo Infinite'' *''Season 03: Echoes Within'' *''Season 05: Reckoning'' Sources Category:Armor abilities
| series = | type = Defensive weapon emplacementDirected energy focus weapon | cost = | variant = | affiliation = Forerunner Promethean | weight = | length = | width = | height = | ammotype = Ionized particles | feed = Unlimited | operation = | rate = Automatic | velocity = | range = Long | service = Forerunner-Flood war Post-Covenant War conflicts }} The focus turret is a Forerunner directed energy weapon emplacement manufactured in the Ferrarius Assembler Vats. Overview The Z-510 focus turret is a defensive weapon emplacement deployed at key strategic points in order to provide defensive and suppressive lines of fire. They are capable of being instantaneously phased to a location by Promethean Watcher|Watchers, then held up by an anti-gravity mooring upon deployment and controlled by a beam sustainment governor. Powered by a vacuum energy plate to gather power, the focus turret splays its upper and lower charging arms when it prepares to fire, as it gathers energy into its ionization core located in its center. Bright rings then form around its muzzle, and it fires a charged particle beammuch like the Sentinel beamof ionized particles at its target. When destroyed, the focus turret disintegrate in a manner resembling that of Promethean Knights. The Covenant attempted to reverse-engineer the focus turret's technology using comparatively primitive electromagnetically guided plasma with weapons like the . Given it (and the focus rifle's) name, this is presumably the basis for the Covenant's focus cannon weaponry. Operational history During the Battle of Draetheus V, Merg Vol was able to activate the turrets around the control room for X50's primary weapon after having spent considerable resources to unlock its secrets. The turrets aided Vol in battle against Spartan-IV|Spartan Sarah Palmer alongside Merg Vol's Covenant|his forces. However, Merg Vol was ultimately defeated and killed by Palmer. When accessing the Cistern, Palmer encountered focus turrets guarding two of the three power cores she had to destroy in order to unlock the main door. Several more protected the area of the Cistern where Spartan Edward Davis' remains were being held in a Durance, particularly the power cores Palmer had to destroy in order for a Pelican to extract the Durance. In July 2557, John-117, and later the crew of the , faced several such turrets inside the shield world Requiem. Later, a number of these turrets were hacked by Cortana on the ''Mantle's Approach'' during the Didact's New Phoenix Incident|attack on Earth, during which time they took on a blue light, like those of the Aggressor Sentinel|Sentinels on Requiem, as opposed to the characteristic orange coloration of those under the Ur-Didact|Didact's control. The turrets temporarily repelled waves of Promethean Crawler|Crawlers to help John-117 on his way to destroy the Composer. In that same month, many focus turrets were used against UNSC forces during the Battle of Installation 03. When the ''Infinity'' returned to Requiem in 2558, several focus turrets were again used against UNSC forces. Fireteam Crimson faced numerous turrets during their missions. At some point, the SPARTAN-IV Program|Spartan-IVs were able to turn the turrets of the location "Control" into allies to help repel members of Jul 'Mdama's Jul 'Mdama's Covenant|Covenant. Later, when the Spartans searched for Catherine Halsey|Dr. Halsey's signal at Cyclone, the Librarian provided them support with some allied focus turrets along with Aggressor Sentinels. After Cortana took over the Promethean forces, focus turrets took on a modified design. Larger anti-vehicle turrets were encountered on Meridian by Fireteam Osiris, being more heavily armed but rarer overall. The Warden Eternal would also use focus turrets as support in his engagements against Osiris and Blue Team on Genesis. Later, Osiris encountered more focus turrets in their mission to free Blue Team from Cortana. In Warzone simulations, like those on March on Stormbreak, should the Warden Eternal be encountered as a Mythic boss, he may also spawn focus turrets against the two Spartan teams who are competing against each other for victory in the simulation. Production notes The ''Halo 4: Official Game Guide'' referred to the focus turret as the beam cannon and beam turret. In ''Halo 5: Guardians'', if it is shot in its core while it is charging its weapon, the turret will take extra damage and be destroyed faster. Gallery File:H4-Concept-BeamTurret.jpg|Concept art of the focus turret in ''Halo 4''. File:H4-Z510BeamTurret-ScanScreens.jpg|The focus turret splaying its arms when firing in ''Halo 4''. File:Beam Turret.jpg|A focus turret firing in ''Halo 4''. File:HTMCC-H4 FocusTurretBlue 2.png|A friendly focus turret in ''Halo 4''. File:HTMCC-H4 FocusTurretBlue 1.png|A friendly focus turret firing its beam in ''Halo 4''. File:Allied Beam Turrets.jpg|A friendly focus turret assists Fireteam Crimson in ''Halo 4''. File:H5G-Forerunner man cannon.png|A focus turret in the canyons of Genesis in ''Halo 5: Guardians''. File:H5G-FocusTurret.png|A pair of focus turrets in ''Halo 5: Guardians''. File:H5G-FocusTurret-Charging.png|Focus turrets charging up in ''Halo 5: Guardians''. List of appearances ''Halo 4'' * ''Spartan Ops'' ''Halo: Spartan Assault'' ''Halo: Spartan Strike'' ''Halo 5: Guardians'' Sources Category:Forerunner weapons
|service = Post-Covenant War conflicts }} The Splinter Cannon, or Splinter turret is a Forerunner weapon that saw use during the Forerunner-Flood War and centuries later by Armiger Soldiers, especially the Armiger Officer|Officer variants, at the outset of the Created conflict. It fires a wide projectile that releases multiple small explosives upon impact that explode shortly after.Halo 5: Guardians Overview Used by Forerunner forces serving in Builder Security during the Forerunners' Forerunner-Flood War|war with the Flood, the Z-520 Splinter Cannon fires unstable hardlight|light mass projectiles that ricochet on the ground and break apart on impact, releasing reactive fragments. This design devastated massed Flood Pod infector|infection forms. Seemingly designed for use in quick-reaction and expeditionary military strikes, the Splinter Cannon can either be physically moved to a site by Armiger Soldier|Soldier constructs or instantly called in to reinforce a position by use of a Slipspace translocation|translocation beacon. United Nations Space Command|UNSC forces have only encountered the weapon paired with a generator pedestal, but it is possible there are vehicle-mounted configurations. Absent from use during the conflict on Requiem for unknown reasons, the Splinter Cannon is one of many long-lost weapons that Cortana reclaimed from the Forerunner archives on Genesis. The Splinter Turret was manufactured and developed by Ferrarius Assembler Vats. Gallery File:H5G-Z520.png|A render of the turret in ''Halo 5: Guardians''. File:H5G-Z520HUD-Campaign.png|Third-person view of Edward Buck using a stationary Splinter turret in the ''Halo 5: Guardians'' campaign. FIle:H5G-Z520HUD1-Campaign.png|Third-person view of Frederic-104 using a detached Splinter turret in the ''Halo 5: Guardians'' campaign. File:H5G-John&Z520.png|John-117 firing a splinter turret at Promethean forces on Genesis. File:H5G-Fred&Z520.png|Fred-104 with a splinter turret. File:H5G-Z520HUD.png|The HUD of a stationary splinter turret in ''Halo 5: Guardians''. File:H5G-Z520HUD1.png|The HUD of a detached splinter turret in ''Halo 5: Guardians''. File:H5G-Deadeye&Z520.jpg|A DEADEYE-class Mjolnir|Deadeye/RANGER-class Mjolnir|Ranger-clad Spartan-IV wielding the splinter turret. File:H5G-WarzoneCaptain&Soldier.png|A Armiger Armiger Officer using a Splinter turret on Escape from ARC. File:Splinter Turret 2.PNG|A Soldier Enforcer with a Splinter turret on Escape from ARC. File:Splinterturret.png|REQ card of the Splinter Turret. File:H5G-forerunnersplinterturret-concept.jpg File:H5G-forerunnersplinterturret-sketches.jpg File:H5G-forerunnersplinterturret-sketches2.jpg File:H5G-forerunnersplinterturret-sketches3.jpg File:H5G-forerunnersplinterturret-sketches4.jpg File:H5G-forerunnersplinterturret-concept2.jpg List of appearances ''Halo 5: Guardians'' ''Halo: Outcasts'' Sources Category:Forerunner weapons
General The Splinter Turret can be fired in fully automatic mode, which makes it useful for dishing out damage to large enemies or groups of enemies. Due to its explosive projectiles, firing the Splinter Turret at close to point-blank range is not recommended as it can kill or seriously harm the player. Campaign The Splinter Turret is found in all levels where Prometheans are encountered as enemies. Mounted Splinter Turrets are rarer, found only in ''Osiris (level)|Osiris'', ''Genesis (level)|Genesis'', and ''Guardians''. * When found in enemy hands, it is commonly a Armiger Officer that uses the Splinter Turret, although in ''Osiris'', normal Armiger Soldiers can be found using Splinter Turrets. When encountering Soldiers wielding Splinter Turrets, it is highly recommended to stay as far away from them as possible, as they can be highly dangerous due to the knockback and high damage of their projectiles. As such, Soldiers wielding Splinter Turrets should be one of the first enemies targeted to prevent the player's entire fireteam from dying too quickly, especially on higher difficulties. The Splinter Turret is best used against tough enemies like Promethean Knights, Mgalekgolo|Hunters, and the Warden Eternal. Multiplayer / Warzone In PvP modes, the Splinter Turret is quite rare, as it only appears on certain Big Team Battle maps. The Splinter Turret is mainly useful for damaging enemy vehicles, but it is not recommended for use against fast vehicles like Karo'wark-pattern Ghost|Ghosts and D'nomlhe-pattern Banshee|Banshees. Being a Rare Level 2 REQ, the Splinter Turret is an affordable power weapon for dealing with powerful early-game bosses. Category:Gameplay guides
| cost = | variant = | length = | width = | height = | weight = | ammotype = Ionized particles | feed = Two rounds | operation = | rate = | velocity = | range = Very long | service = Forerunner-Flood war Post-Covenant War conflicts }} The binary rifle is a Forerunner Directed-energy weapon|energy channel weapon. It is often carried by Promethean Knight Lancers, Armiger Snipers, and Crawler Snipes. Specifications Considered to be a brutal masterpiece of Forerunner weaponcraft, the binary rifle is a weapon used by Promethean Knight units and certain types of Promethean Crawler|Crawler units encountered on Requiem. Originally designed to combat the Flood at extremely long ranges, the Z-750 binary rifle is equipped with twin, core-mounted particle accelerators which fire ionized particle beams containing jacketed antimatter particles. The incredible power and accuracy of this weapon make it highly lethal, allowing it to neutralize most targets with a single shot, disintegrating the body of the target. The weapon possesses an angular design and metallic casing. It appears to be held together, at least partly, by energy fields as indicated by its self-assembly process and floating sights. Orange highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired. The sight through the scope is tinted orange and has two zoom levels, 5 and 10. The rifle emits a highly visible orange beam from its barrel when aiming, allowing opponents to trace the user's location. The Binary Rifle was manufactured and developed by Ferrarius Assembler Vats. Sometime after the events on Requiem in 2558, models of the binary rifle have been encountered that fire a concentrated beam of energy, instead of just firing single shots. Variants Retina of the Mind's Eye: The ''Retina of the Mind's Eye'', an improved model with a larger magazine capacity, contains a shackled ancilla at its core. It can be requisitioned as a Level 6 Ultra Rare REQ in Warzone. Twin Jewels of Maethrillian: The ''Twin Jewels of Maethrillian'', named in reference to the ecumene Capital, is an advanced model that incorporates dual beam emitters that enhance the weapon's anti-armor utility and increase the pulse duration, thereby decreasing maximum firing rate to just 26 RPM. Requisitionable as a Level 7 Legendary REQ in Warzone, it can also be found as a Special weapons (Halo 5: Guardians)|hidden weapon in the campaign missions Reunion and Guardians. File:Halo 5 Binary Rotme.png|Retina of the Mind's Eye. File:H5G Twin Jewels of Maethrillian.png|Twin Jewels of Maethrillian. Operational history At the height of the Forerunner-Flood war, the Z-750 Special Application Sniper Rifle was used by the Forerunner ecumene's Warrior-Servants and military constructs alike against the parasitic Flood. The binary rifle was used to eliminate emerging keyminds and particularly dangerous Flood warforms. The binary rifle became critically necessary when dealing with large Flood pure forms. Following Great Purification|the firing of the Halo Array and the loss of the Forerunner's control through the Domain, many binary rifles had their security measures triggered, reducing them to formless fragments. Those located on the Promethean shield world of Requiem had their own master keys and remained intact, wielded by Promethean Knights that guarded the Ur-Didact's Cryptum at the behest of the Librarian. However, in 2557, with the Didact's release, the Prometheans under his command once again utilized the binary rifles to eradicate humans of the Unified Earth Government. However, with the Didact's New Phoenix Incident|apparent defeat shortly after, the Prometheans and their weapons entered the service of the Didact's ally, Jul 'Mdama and his Jul 'Mdama's Covenant|Covenant. Later, once Cortana took control of the Prometheans, the binary rifles became weapons of the Created. Gameplay The Binary Rifle is a weapon of extreme rewards and extreme penalties. Boasting more power than other sniper weapons, it is an excellent anti-personnel weapon, capable of instantly killing a fully-shielded SPARTAN-IV program|SPARTAN-IV in a single shot placed anywhere on the body, and can take down most Covenant or Promethean infantry in a single body shot as well. On harder difficulties and against higher ranked Sangheili or Promethean Knights, it takes a few shots. The Binary Rifle is also capable of destroying most light armored vehicles with one or two direct shots, and even heavy vehicles with only a few more. In addition to this, the weapon has a much higher zoom level than its sniper weapon counterparts, allowing its operator to engage targets from extreme ranges. The line of fire created by the scope's orange laser sight can be seen by every player, thus giving away the location of the user. This can be negated by only zooming with the weapon when intending to shoot or by blocking the laser sight with nearby objects and surfaces in peripheral vision when scanning an area beyond with zoom. Additionally, the Binary Rifle has a slow rate of fire (roughly one full second between shots) and a long reload time (roughly four seconds without Dexterity), leaving the user vulnerable. It holds a low ammunition capacity of 2 rounds per magazine with a total of four magazines (five with the Support upgrades|Ammo upgrade). When fired in scope, the Binary Rifle's aiming reticle recoils in a random direction, making it difficult for snipers to reacquire their target if they miss. When unscoped, the Binary Rifle's reticle is grossly enlarged, much like sniper rifles in other modern first-person shooter games and unlike other sniping weapons in ''Halo''. This makes no-scoping incredibly unreliable unless fired at extremely close range. Quick-scoping is an option to combat this effect, though the user will need to unzoom from the second zoom level, which can cost precious time in close quarters combat. In ''Halo 5: Guardians'', the change from a single shot to a semi-length beam has made hitting a moving target even harder, and requires both a clear line of sight and a steady hand to ensure a kill. Can pierce up to four unshielded targets in line of sight except for Forerunner constructs (Crawler Snipe, Alpha Crawler, etc.). Loaded with 16 rounds. Can take down Promethean Commander / Brute Chieftain in two shots if aimed correctly. Fires a short pulse of energy instead of single shots. While it retains the same level of raw power provided all hits land, it is no longer capable of killing the instant it is fired. The majority of the beam must hit the target to result in a kill. * This version of the Binary Rifle can be considered a spiritual successor to a ''Halo: Reach''-exclusive weapon, the M'tara-pattern focus rifle|Focus Rifle. When aimed at by the rifle, the target player's visor receives a bright glare to alert them. Reload speed slightly shortened. No longer has a spread penalty when unscoped, like the other sniping weapons. The weapon now has a second melee animation. Zoom levels reduced to 4 and 9. Maximum round count increased to 10 (8 reserve), 16 (12 reserve) for ''Retina of the Mind's Eye'', and 12 (10 reserve) for ''Twin Jewels of Maethrillian''. Production notes An early concept for the Binary Rifle was later repurposed for the creation of the Z-250 lightrifle|LightRifle.:File:H4-Concept-BinaryLightRifles.jpg|Concept art of the Binary Rifle. The concept weapon at the bottom would later become the Lightrifle. The Binary Rifle was originally named the "Attach Beam" during its early development stage. Said weapon is still in the game's files; it looks like an untextured LightRifle which fires sniper rounds and has the reloading animation of the Sniper Rifle System 99 Anti-Materiel|Sniper Rifle from ''Halo: Reach''. It makes almost no sound when fired. The "Attach Beam" was merely a placeholder until the Binary Rifle was eventually finalized. Trivia In ''Halo 5: Guardians'', the binary rifle's maximum range for the scope is 343 meters, much like the SRS99-S5 AM sniper rifle. Gallery File:FastKelly.jpg|Linda-058 using a binary rifle against the Ur-Didact during the Skirmish on Installation 03 in ''Halo: Escalation''. File:HSS-Cinematic-Ancient Enemies.jpg|Promethean Knights armed with binary rifles during the Battle of New Phoenix in ''Halo: Spartan Strike''. File:H4-Concept-BinaryLightRifles.jpg|Concept art of the Binary Rifle for ''Halo 4''. The concept weapon at the bottom later becomes the Lightrifle. File:H4 - LibrarianGun.jpg|The Librarian with a binary rifle in the ''Terminal (Halo 4)|Halo 4 terminals''. File:H4-Z750BinarySniperRifle-AltRender.png|Profile picture of the Binary Rifle. File:BinaryRifle-HUD.png|HUD icon of the Binary Rifle. File:Z-750_SASR_power_cell.jpg|An ejected power cell from the Z-750 SASR. File:H4-MP-Z750BinaryRifle-Vaporized.jpg|The Binary Rifle's disintegrative effects on infantry. File:H4-Z750BinarySniperRifle-HUD1.jpg|First-person view of the Binary Rifle by John-117 in an earlier build of ''Halo 4''. File:H4-Z750HUD-Campaign.png|First-person view of the Binary Rifle by John-117 in the ''Halo 4'' campaign. File:H4-BinarySniperRifle-FirstPerson.jpg|First-person view of the Binary Rifle in ''Halo 4''. File:H4-BinarySniperRifle-Scope.jpg|First person view through the rifle's scope. File:Z-750_scoped.jpg|A RAIDER-class Mjolnir|Raider-clad SPARTAN-IV program|Spartan-IV utilizing the Z-750's scope's zoom functionality. File:H4-Concept-BinaryRifle-ScopeZoom.jpg|A render of the binary rifle scope. File:H5G-Z750.png|The Z-750 SASR in ''Halo 5: Guardians''. File:H5G-Z750HUD-Campaign.png|First-person view of the binary rifle by Frederic-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Z750zoom4x-Campaign.png|Fred-104 using the Z-750's 4 zoom. File:H5G-Z750zoom9x-Campaign.png|Fred-104 using the Z-750's 9 zoom. File:H5G-TJOMHUD-Campaign.png|First-person view of the ''Twin Jewels of Maethrillian'' by Fred-104 in the ''Halo 5: Guardians'' campaign. File:H5G-Fred&Z750.png|Fred-104 aiming with the Z-750 on Genesis. File:H5G-Fred&TJoM.png|Fred-104 firing the ''Twin Jewels of Maethrillian''. File:H5G-Linda&Z750.png|Linda-058 with a Binary Rifle in the Gateway. File:H5G-Locke Binary Rifle.jpg|Spartan Jameson Locke wielding a Binary Rifle during the Battle of Genesis. File:H5G-Z750HUD.png|First-person view of the binary rifle in ''Halo 5: Guardians''. File:H5G-Z750zoom4x.png|4 zoom. File:H5G-Z750zoom9x.png|9 zoom. File:H5G-Z750aiming.png|Third-person view of a CENTURION-class Mjolnir|Centurion-clad Spartan-IV using the Z-750's scope's zoom functionality. File:H5G-Z750Firing.png|The Binary Rifle's beam as it fires. File:H5G - Freebooter with Binary on Coliseum.png|A FREEBOOTER-class Mjolnir|Freebooter-clad Spartan-IV with a Binary Rifle on Coliseum. File:H5G-Shinobi&750.jpg|A SHINOBI-class Mjolnir|Shinobi-clad Spartan-IV with a binary rifle on Dispatch. File:H5G-KigYarRanger&Z750.png|A Kig-Yar Ranger with a binary rifle on Skirmish at Darkstar. File:H5G-SoldierSniper&Z750.png|A Armiger Sniper with a binary rifle on Attack on Sanctum. File:H5G-ROTMEHUD.png|First-person view of the ''Retina of the Mind's Eye'' in ''Halo 5: Guardians''. File:H5G-ROTME.png|A Centurion-clad Spartan-IV using ''Retina of the Mind's Eye'' in a ''Halo 5: Guardians'' remake of Chill Out. File:H5G-TJOMHUD.png|First-person view of the ''Twin Jewels of Maethrillian'' in ''Halo 5: Guardians''. File:H5G-TJOM.png|A Centurion-clad Spartan-IV using ''Twin Jewels of Maethrillian'' in a ''Halo 5: Guardians'' remake of Chill Out. File:H5G-TJOMEffect.png|The effect of the ''Twin Jewels of Maethrillian''. File:Binaryrifle.png|Binary Rifle. File:Retinaofthemindseye.png|''Retina of the Mind's Eye''. File:REQ Card - Twin Jewels of Maethrillian.png|''Twin Jewels of Maethrillian''. List of appearances ''Halo 4'' * ''Terminal (Halo 4)|Terminals'' * ''Spartan Ops'' ''Halo: Silentium'' ''Halo: Escalation'' ''Halo: Spartan Strike'' ''Halo 5: Guardians'' Sources Category:Forerunner weapons
''Halo 4'' In the Campaign, the Binary Rifle is first found in ''Forerunner (level)|Forerunner'', where it can also be picked up from fallen Knight Lancers. It later appears in ''Infinity (Halo 4 level)|Infinity'' (where it can also be picked up from dead Crawler Snipes), ''Shutdown'', and ''Midnight''. Unlike its SRS99-S5 AM sniper rifle|UNSC and Zubo-pattern beam rifle|Covenant counterparts, the Binary Rifle is capable of instantly killing most enemies with one shot regardless of where it hits. * When playing on Heroic or Legendary and fighting against higher ranks of Sangheili and Promethean Knights, the weapon requires a few shots (2 or 3) for a kill. The Binary Rifle is very efficient as an anti-armor weapon, destroying light-armored vehicles in one or two shots and even heavy vehicles with only a few more. The weapon features a much higher zoom level than its other counterparts, allowing for engagements from extreme distances. This is especially useful on maps like Ragnarok. Unlike the other sniper-type weapons in the game, the Binary Rifle is plagued with an extreme spread penalty when hipfired, making it a poor choice for close range engagements. The Binary Rifle is one of the most powerful weapons in the game, behind the Z-390 incineration cannon|Incineration Cannon with the Damage Boost. However, it is also one of the riskiest weapons to use. ''Halo 5: Guardians'' The Binary Rifle has been changed from its ''Halo 4'' rendition in that it now fires a concentrated beam of antimatter-infused energy, in a similar fashion to a ''Halo: Reach''-exclusive weapon: the M'tara-pattern focus rifle|Focus Rifle. * To land a kill with the weapon, at least 75% of the beam must hit. * It is less effective against moving targets unless the player has a steady hand and aim. The weapon can now be safely hipfired as it no longer has a spread penalty, allowing for more hipfire kills to be earned with it, although it has moderate vertical recoil when hipfired. In the Campaign, the Binary Rifle is first found in ''Unconfirmed'', where it can be picked up from dead Armiger Snipers, but can be found earlier in ''Osiris (level)|Osiris'' via a secret weapons rack before entering the final area of the mission. * It later appears in ''Reunion'', ''Genesis (level)|Genesis'', ''The Breaking'', and ''Guardians''. Players who are targeted with the Binary Rifle receive a bright glare on their visor to alert them. This is even more noticeable when the Binary Rifle is wielded by Armiger Snipers. Like with the Incineration Cannon, the Binary Rifle can kill a player character in the campaign and make them unrevivable until they respawn. This applies to all variants of the weapon. * For this reason, players should be careful of Armiger Snipers, as they are commonly seen with this weapon, especially on Heroic or Legendary. Warzone and Arena feature two variants: * ''Retina of the Mind's Eye'': an improved Binary Rifle with increased magazine size of 4 rounds and total ammo count of 16 rounds, useful for prolonged long range engagements. * ''Twin Jewels of Maethrillian'': an advanced Binary Rifle featuring dual beam emitters that fire longer and deal extra damage to armor with much less vertical recoil but the weapon cannot deal headshots to the front or back of an enemy's head. This weapon is ideal for use against heavy armor, vehicles, and bosses, but is otherwise not very effective against Knights. ** This variant is also featured in the campaign missions ''Reunion'' and ''Guardians'', where the player can use it to easily kill Armiger Soldier Armiger Officer|Officers and destroy Z-510 focus turret|Focus Turrets and Kemu-pattern Wraith|Wraiths, even on Legendary difficulty. ** Regardless of which Binary Rifle variant is used, make every shot count. Category:Gameplay guides
|cost= |variant= |service=*Human-Forerunner WarHalo: Silentium, ''pages 278-279'' Forerunner-Flood War Post-Covenant War conflicts |affiliation=Forerunners Prometheans |weight= |length=Halo 4: The Essential Visual Guide, ''page 105'' |width= |height= |ammotype=Ionized particles |capacity= |feed=Unlimited |operation= |rate=Single beam |velocity= |optics= |range=Long }} The Particle Cannon Halo 4: The Essential Visual Guide, ''page 105'' is a heavy Forerunner directed energy weapon|directed energy particle cannon used for anti-air defense. Description Z-8060 particle cannons are enormous floating weapons platforms. They are spherical, surrounded by three curving "arms" spaced at equidistant points around the main gun assembly. The cannons project a hyper-dense beam of negatively charged ions to disintegrate any target in range. They are slow to turn, however, and are vulnerable to ground-based attacks. A well-placed hit from a small MAC in the central beam port will destroy the device. Interestingly, this particle cannon bears a great resemblance to a certain Forerunner unidentified Forerunner machine|portal-generating machine, albeit with its "arms" protruding outwards instead of upwards.Halo: Spartan Strike, ''Operation C: Valiant Hammer''Halo: Spartan Strike, ''Operation D: Adamantine Shield''Halo: Spartan Strike, ''Operation E: Brother's Keeper'' History A number of these weapons were encountered on Requiem in use by the Prometheans as anti-air defenses; one of the cannons obliterated a squad of Pelicans in a single hit. Two cannons were destroyed by the Mark 2547 heavy railgun weapon mounted atop a M510 Mammoth siegework platform deployed to the surface by the , with John-117|Master Chief John-117 providing targeting for the Mammoth. These cannons were controlled from a central core via an AI, before it was deactivated by Cortana; causing the remaining two to fire on each other. The ''Mantle's Approach'' was equipped with a series of these guns for point-defense purposes. During the New Phoenix Incident, four of these guns protected the Composer from harm against the ''Infinity'' and Battle Group Dakota, destroying at least one of the ships in the battle group. After John destroyed the guns by targeting their power sources with an F-41 Broadsword, the ''Infinity'' was able to move in close enough to blow a hole in the hull of ''Mantle's Approach'' for John with the ship's primary MAC guns.Halo 4, campaign level ''Midnight'' Trivia The particle cannon's overall design bears a great deal of resemblance to the description of an Onyx Sentinel. Gallery File:H4-Concept-ParticleCannon.jpg|Concept art of a Forerunner anti-air particle cannon in ''Halo 4''. File:H4-Concept-Mantle-MegaCannon.jpg|Concept art of the ''Mantle's Approach'''s point-defense particle cannons in ''Halo 4''. File:H4-ParticleCannon.jpg|A particle cannon on Requiem. File:Particle_cannon_-_right.jpg|A view of a particle cannon on Requiem. File:Particle_cannon_-_left.jpg|Another view of a particle cannon. File:H4-M510Mammoth-RocketTurret.jpg|An M510 Mammoth encountering a Particle Cannon. File:H4 Particle Cannon firing.jpg|A Particle cannon firing on a Papa Foxtrot 766|Pelican. List of appearances ''Halo 4'' ''Trial of Reckoning'' Sources Category:Directed-energy weapons Category:Forerunner naval weapons
|width= |height= |ammotype= Ionized particles |feed-title=Energy capacity |capacity= |feed=Unlimited |operation= |rate= Automatic |velocity= |optics= |range=Long }} The heavy artillery is a Forerunner anti-air cannon and close-in weapon system that comprises the Z-8250 Anti-Ship Exterior Defense Network (Z-8250 ASEDN) along with the Z-8250 light artillery|light artillery. Used for the defense of Forerunner ships and terrestrial installations alike, it fires guided bursts of ionized particles. While the artillery can operate independently, it is most commonly used to support and defend larger weapons, such as Z-8060 Particle Cannon|particle cannons.Halo 4: The Essential Visual Guide, ''page 104'' Service history These weapons were present on the Ur-Didact's flagship, ''Mantle's Approach'', and were used against John-117's F-41 Broadsword during the New Phoenix Incident|Didact's attack on Earth.Halo 4, campaign level ''Midnight'' A number of these weapons were also used by the Jul 'Mdama's Covenant|Covenant remnant on Requiem during the Requiem Campaign in the locations codenamed "The Gate,"Spartan Ops, S1/Artifact|S1E2 ''Artifact''Spartan Ops, S1/Catherine|S1E3 ''Catherine''Spartan Ops, S1/Memento Mori|S1E5 ''Memento Mori'' "Sniper Alley" and "Lockup".Spartan Ops, S1/Scattered|S1E6 ''Scattered'' At "Control," UNSC forces were able to hack the weapons to temporarily use them against the Covenant.Spartan Ops, S1/Expendable|S1E8 ''Expendable'' Contrary to the guns previously encountered, the guns at the location "Harvester (location)|Harvester" were protected by energy shielding. Most of these weapons on Requiem could be deactivated manually, however Roland had to hack the energy shields of those at "Harvester" before Fireteam Crimson could destroy them.Spartan Ops, S1/Exodus|S1E10 ''Exodus'' Gallery File:H4-Concept-ForerunnerDefenseCannon.jpg|Concept art of the Z-5250 heavy artillery. File:H4-FrunnerParticleCannon-Render.jpg|Closeup view of the Forerunner artillery on the ''Mantle's Approach''. File:Forerunner AA gun.jpg|The energy shields protecting the cannons at Harvester. File:SO-EP2-CH1.png|The Forerunner artillery guns defending the Gate. File:H4-ForerunnerArtillery-Render-01.jpg|Untextured front render of the heavy artillery. File:H4-ForerunnerArtillery-Render-02.jpg|Untextured back render of the heavy artillery. List of appearances ''Halo 4'' *''Spartan Ops'' Sources Category:Forerunner naval weapons
|width= |height= |ammotype= Ionized particles |feed-title=Energy capacity |capacity= |feed=Unlimited |operation= |rate= Automatic |velocity= |optics= |range=Long }} The light artillery is a Forerunner close-in weapon system that comprises the Z-8250 Anti-Ship Exterior Defense Network (Z-8250 ASEDN) along with the Z-8250 heavy artillery|heavy artillery. The weapon fires bursts of ionized particles and has an unlimited energy capacity. These weapons were mounted on the ''Mantle's Approach'', the Ur-Didact's flagship. Design details The weapon is composed of both physical matter and sustained energy, its visible components being a series of floating angular booms with patterns of light. In its active state, the booms are further apart and a large sphere of energy appears in the center. Gallery File:H4_Midnight_LightArtillery_Active.jpg|A Z-8250 light artillery gun firing its hard light projectiles. File:Forerunner light CIWS.jpg|Two light artillery guns firing upon John-117's Broadsword. List of appearances ''Halo 4'' Sources Category:Forerunner naval weapons
The hardlight shield is a Forerunner anti-personnel shielding system. Like other examples of hard light technology, it works by using a photon emitter to fuse light particles into a dissipative barrier. Hardlight shields are frequently employed by the ground forces of the mechanical Prometheans, with Promethean Watcher|Watchers providing different types of shield for Promethean Knight|Knight and Promethean Crawler|Crawlers in combat, and Armiger Soldiers using them on their own. This technology has been adapted for use with the MJOLNIR Powered Assault Armor, allowing Spartan Operations|Spartans to use the shield to protect themselves from incoming fire. While using the Hardlight Shield, a Spartan is unable to use weapons, and the MJOLNIR's energy shields are prevented from recharging until the Hardlight Shield dissipates. Trivia The designation "Aegis" is likely a reference to the Wikipedia:Aegis|Aegis, a shield carried by several divine figures in List of references to Greek mythology in the Halo series|Greek mythology. The hardlight shield is very similar in practice to the Kig-Yar point defense gauntlet. However, Kig-Yar shields are made of shaped plasma, as the Covenant never properly reverse-engineered hardlight technology. The in-game armor ability can be effectively angled to return an opponent's shot (everything from small arms fire to grenades, rockets, and even tank rounds) to him/her. This is difficult to pull off however, as the shield must be activated at exactly the right time and at the right angle. Gallery File:H4-HardlightShield-HUD-Icon.png|HUD Icon of the Hardlight Shield in ''Halo 4''. File:H4-Concept-HardlightShield.jpg|Concept art of the Hardlight Shield. File:H4-HardlightShield-Stages.jpg|Stages of an active Hardlight Shield. File:Z-90_PCE-A.jpg|View of the Hardlight Shield module. File:H4-MP-HardlightShield-Front.jpg|The Hardlight Shield activated viewed from the front. File:H4-SO-S1E9-HardlightShield.jpg|A Hardlight Shield changing to a red color, indicating damage or energy drain from constant use. File:H4-SpOps-HardlightShield-Gameplay.jpg|A SPARTAN-IV Program|SPARTAN-IV deploying a hardlight shield during gameplay. File:Halo4-HardlightShield-Screen.jpg|The front of a deployed hardlight shield in ''Halo 4'' gameplay. File:H4-KnightsWatchers-HardlightShield.jpg|A Watcher placing a hardlight shield in front of a Promethean Knight. File:H4-MasterChief-HardlightShield.jpg|John-117|Master Chief projecting a hardlight shield in front of himself while battling a Promethean Knight. File:H4-SpartanOps-2.jpg|A Promethean Watcher defends a Knight with a Hardlight Shield against an attacking Spartan. File:HSA - Merg Vol hardlight shield.png|Merg Vol defending himself with a hardlight shield in ''Halo: Spartan Assault''. File:Halo Escalation 20.jpg|Sarah Palmer blocking an Type-1 energy sword|energy sword with a Hardlight Shield. in ''Halo: Escalation''. File:H5G-LegendaryWatcher&MythicWarden.png|A hardlight shield in ''Halo 5: Guardians''. List of appearances ''Halo 4'' * ''Spartan Ops'' ''Halo: Spartan Assault'' ''Halo: Escalation'' ''Halo 5: Guardians'' ''Halo: Official Spartan Field Manual'' Sources Category:Armor abilities Category:Forerunner weapons Category:Shield technology|
File:H4-RequiemTerminal-ScanRender.png|thumb|150px|The Z9930 Information Vector Console. Terminals are a Forerunner interface device. Overview These terminals are located across many Forerunner constructs which can be accessed by acclimated AI or native ancillas. They are generally databases of knowledge and past experiences, but many operate simply as a conduit for information transmitted from the Domain. While on Installation 00, John-117 discovered a Terminal (Halo 3)|number of terminals containing ancient Forerunner communications logs, as well as direct messages from Mendicant Bias. Four years later, while on Requiem and other Forerunner constructs, Cortana was able to access Terminal (Halo 4)|several of them, revealing ancient secrets buried by the Forerunners before the activation of the Halo Array. Gallery File:Ark Terminal.jpg|The exterior of a Terminal on Installation 00. File:H3-ArkTerminalOrb.png|The communications orb inside of an Installation 00 terminal. File:H4-Concept-Terminal.jpg|Concept art of the Z-9930 IVC Terminal. File:H4_TerminalInteraction_Concept.jpg|Concept art of the terminal interaction in ''Halo 4''. File:HTMCC-H4 Terminal 3.jpg|A Z-9930 IVC Terminal found on the level ''Infinity (Halo 4 level)|Infinity''. List of appearances ''Halo 3'' ''Halo 4'' Sources Category:Forerunner technology
Armory of Gethrog |line=Ghost |model= |cost= |length= |width= |height= |mass= |max speed= |engine=Boosted gravity propulsion drive |hull= |armament=Twin plasma cannons |crew=1 pilot |complement= |consumables= |othersystems= |firstuse= |service=Second Ark Conflict |role= |affiliation=Banished }} The Zaagokelu Workshop Scout Bike is a light scout vehicle used by the Banished. It is a part of the Ghost series of scout bikes. Overview The Zaagokelu design was one of the first models of Ghost developed for use within the Banished fleet, though over time has since come to be exclusively used by forces led by Shipmaster Let 'Volir - with the Riuctda Workshop Ghost having supplanted it as the foremost Ghost model used among the Banished. It is subject to a massive up-armour upgrade that allow it increased resilience in the field, with an optional energy shielding module available to further boost the Zaagokelu's damage resistance. The Zaagokelu Ghost was initially designed by the Zaagokelu Workshop and manufactured by the Armory of Gethrog, though can be additionally manufactured at any Banished Foundry deployed in the Banished's occupation Outposts. In 2559#March|March 2559, the Banished used their own modified version of the Ghost with energy shielding during operations against the crew of during the Second Ark Conflict. Gameplay Info: Scout, Fast moving, Can ram enemies Tier: 1 Cost: , , Ghost upgrade: Vehicle Shielding *Info: Unit Upgrade, Gains a Shield, Detects cloaked units *Tier: 2 *Cost: , In ''Halo Wars 2'' the Ghost is a unit exclusive to Shipmaster Let 'Volir/Gameplay|Let 'Volir and Ripa 'Moramee/Gameplay|Ripa 'Moramee. Like its ''Halo Wars'' counterpart, it can be upgraded to have energy shielding and can be used to gather resources. Being cheap scout units, Ghosts only do okay against infantry and vehicles and perform poorly against aircraft and structures. It costs 30 resources in Blitz. {| class"margin-left: auto; margin-right: auto; border: none; width: 45%" |+ Phoenix Logs|Phoenix Log - Ghost | | |} Gallery File:HW2-Ghostmodel.jpg|Model of the Banished T-32 Ghost in ''Halo Wars 2''. File:HW2-Ghost&Wraith.jpg|A Banished Ghost with a Banished Wraith. File:HW2 Blitz Ghost.png|A Blitz card of a Banished T-32 Ghost in ''Halo Wars 2''. File:HW2-Ghostcapturing.png|Banished Ghosts on Installation 00. File:HW2 Trio Ghost assault.png|A trio of Ghost attacking a Lockdown. List of appearances ''Halo Wars 2'' Sources Category:Banished vehicles|Ghost Category:Ghost variants
File:Zach-Russell.jpg|thumb|350px|Zach Russell in the ViDoc O Brave New World. Zach Russell, aka YeanlingRumble, and classified as GrizzledAncients is the Head of Infrastructure at Bungie. Born in Scappoose, Oregon, he was originally a tester for ''Halo: Combat Evolved''. In 2004 (real world)|2004, he worked on the Bungie.net webpage revamp for ''Halo 2'', doing programming and architecture alongside Tom Gioconda and Roger Wolfson. Zach enjoys skiing, working, and playing video games. Gameography ''Halo: Combat Evolved'' (2001), Microsoft Game Studios ''MechAssault'' (2002), Microsoft ''Age of Mythology'' (2002), Microsoft Game Studios ''Halo 2'' (2004), Microsoft Game Studios ''Halo 2: Multiplayer Map Pack'' (2005), Microsoft Game Studios ''Halo 3'' (2007), Microsoft Game Studios ''Halo 3: ODST'' (2009), Microsoft Game Studios ''Halo: Reach'' (2010), Microsoft Game Studios Category:Bungie staff
|gender= |height= |mass= |hair= |eyes= |affiliation=*Spartan Operations *SPARTAN-IV program |rank=Spartan Operations#Rank structure|Spartan |sn=45683-24433-ZS |notable=Graduated from the Avery J. Johnson Academy of Military Science }} Zachary S. is a SPARTAN-IV Program|Spartan-IV supersoldier.Their service number is 45683-24433-ZS. They graduated from the Avery J. Johnson Academy of Military Science. Biography Zachary S. entered the Spartan-IV program as a recruit, where they were put through training at the Avery J. Johnson Academy of Military Science. They eventually graduated, and were put on a list of Spartans who graduated at the academy. Gallery File:HINF LiveFireEntranceway.png|A look at the board display of Spartans who graduated. List of appearances ''Halo Infinite'' Sources Category:Spartan-IVs Category:Human characters
|class operator = Covenant fleet Jul 'Mdama's Covenant Vata 'Gajat's mercenary group Tem'Bhetek's faction Swords of Sanghelios |class manufacturer = Assembly Forges|Secondary Assembly Forges |class architect = |class built = |class in service = Ages of Conflict|Sixth Age of Conflictpresent }} |hide-characteristics= |nocollapse = yes |type = Attack ship Covenant cruiser|Cruiser |length = |width = |height = |mass = 190,000 metric tons |power = Pinch fusion reactor |maneuver drive = 2 repulsor engines |slipspace drive = Borer |crew = 1 Superior 8 Menials |complement = At least 10 escape pods and s |troops = None At least ~50 warriors |hull = Nanolaminate hull plating |shielding = Equipped |sensors = Augur arrays Sensor vanes |ew = |armaments = Two ''Erex''-pattern Energy projector|plasma beam emitters Four ''Pok''-pattern plasma beam lasers Six ''Sintra''-pattern plasma torpedo silos |aircraft = |air facilities = At least one hangar bay }} The ''Zanar''-pattern light cruiser is a Covenant light attack ship classification. Overview File:FoR TAS - Unrelenting fires.png|thumb|250px|left|''Unrelenting'' firing its ''Sintra''-pattern plasma torpedoes. Described by UNSC personnel as resembling a "luminous manta ray", the ''Zanar'' is essentially a smaller, weaker version of the . The design originated as a mutation (albeit a stable one) in the design pattern of the larger and s used in a more general role by the Covenant militaryresulting in a vessel several times smaller than its forebears though retaining similar proportions and silhouette. The ship's bow contains a cluster of four sensor vanes, which are prone to exhibiting aberrations during assembly that result in them making the ship appear friendly to Forerunner systems. This can be used to allow the ship to bypass Sentinel installations unharmed. The ship's rear contains the two repulsor engines and their control coils. The ''Zanar''s control coils require careful fine-tuning to prevent disorientation and hallucination when operating at full power. Unlike the blue-purple lighting used on Covenant military vessels, the light cruisers used in Jul 'Mdama's Covenant fleet exhibited green lightingthough whether this was an intentional design choice or a facet of the ''Zanar''-pattern as a whole is unknown. The ''Zanar''-pattern is fitted with a relatively modest armament compared to its larger cousins. Despite ostensibly appearing to be a weaker form of its forebears, it is still considered more than a match for most UNSC starships. Its primary weapon systems are a pair of Plasma beam emitter|''Erex''-pattern plasma beam emitters and six top-mounted Plasma torpedo|''Sintra''-pattern plasma torpedo silos. The torpedoes are swift in flight but difficult to control, resulting in them being used primarily for Orbital bombardment|surface bombardment. On the ship's underside lie four Plasma beam laser|''Pok''-pattern beam lasers, with two dedicated augur arrays allowing the weapons to target dozens of targets in rapid succession. Unlike the bombardment-focused plasma torpedoes, the high-energy lasers are primarily used for picking off targets of opportunity when minimal collateral damage is requiredprimarily a function of the vessel's policing usage among Covenant colonies. The small size of a ''Zanar''-pattern cruiser means that they have minimal crew facilitiesincluding a total lack of permanent crew quarters. Instead, ''Zanar''-pattern ships are intended to rotate fresh crew members aboard between missions. They are crewed by a single Superior who holds the title of Shipmaster, and eight Menials. They additionally typically hold no on-board troop complement due to their intended function as policing vessels. The ''Zanar'' is fitted with a hangar bay capable of hosting at least a handful of Phantom dropships or other aircraft, alongside an escape pod bay stocking at least ten pods including and s. Some ships used by the Covenant's remnants in the post-war era, such as ''Panom's Canticle'', have additionally demonstrated the capability to host a small on-board troop complementlikely a result of the cruiser's converted use as a mainline warship. In extreme circumstances, such as those of ''Spear of Light''s guerilla campaign, a light cruiser may even host as many as fifty warriors. File:H4 Landfall Corvette.jpg|thumb|left|250px|A ''Zanar''-pattern light cruiser and a over Casbah City in 2552. Within the Three-letter ship classification system|hull classifications of Covenant ships undertaken by the Office of Naval Intelligence, the ''Zanar'' is designated the CRS-class light cruiserowing to the vessel's similar shape to the larger battlecruiser classes more commonly seen during the Human-Covenant War and its origins as a pattern mutation thereof. Despite this, the ''Zanar'' was never used in the Covenant military in a role analogous to a cruiser, and the term is simply one applied by humanity. The "R", for ''Reverence'', in the cruiser's three-letter classification code indicates that the cruiser is capable of conducting reconnaissance missions and is capable of excavating Forerunner artifacts. The "S", for ''Salvation'', denotes that the ''CRS''-class light cruiser is a dedicated warship. ''Zanar''-pattern ships are considered effective when used in interference, attack, interdiction and support roles. Within the Covenant, the ''Zanar'' is considered to be an attack shipsomething beneath the notice of most fleetmasters or Supreme Commanders and rarely considered in the wider schema of naval warfare. They were used to fill a role similar to that of a police cutterused for internal patrols and security throughout Covenant space and rarely considered to be a mainline warship. During the empire's reign, ''Zanar''s could be found conducting routine inspections and enforcing travel laws, alongside enforcing the policies and edicts of High Charity. Their status as an attack ship means that ''Zanar''-pattern ships do not merit a shipmaster's chair and associated honorsand they were generally considered unpopular assignments for Sangheili crews and thus most frequently assigned as vessels for lower-caste species such as the Kig-Yar and Jiralhanae. Serving aboard a ''Zanar''-pattern cruiser was most often seen as a stepping stone to serving aboard more important ships such as the Examiner (ship type)|examiners, leading to their crews being highly aggressive in combat in order to prove their worth for reassignment to more notable capital ships. During the Human-Covenant War, ''Zanar''s proved themselves surprisingly effective against the UNSC Navy early in the war, leading to some Covenant commanders reconsidering their status and beginning to add them to their fleets throughout the conflict. These vessels most often served as internal fleet security, or as escorts for larger warships. Despite the lowly status of a ''Zanar''-pattern cruiser, their crews still believed themselves above the "distasteful" assignment of escort of executor-type ships such as the . As such, they could rarely be counted on to do little more than basic duties. File:H4 SO S01E10 Palmer watching Covenant fleet.jpg|thumb|250px|''Zanar''-pattern cruisers escorting a ''Maugen''-pattern armored cruiser away from Requiem during the final stages of the Requiem Campaign in 2558. ''Zanar''-pattern cruisers emerged in the Post-Covenant War conflicts|post-war era as a particularly common vessel to the Covenant remnants|remnant warlords, due to their versatility and commonality. In many cases, these vessels were picked up and promoted from their policing duties to tools of war. Many ''Zanar''-pattern vessels served as loyal escorts for the procurators of the San'Shyuum flotilla who fled the Fall of High Charity in 2552, while a large stockpile were secured for use by Jul 'Mdama and Jul 'Mdama's Covenant|his Covenant thanks to their raid of an old imperial stockpile on a moon once orbited by High Charity. Jul's Covenant in particular emphasised the use of ''Zanar''-pattern cruisers for the long-term occupation of Requiem, and were used as escorts for his s and s throughout his campaigns. Ships of the line ''Bad Gas'' ''Panom's Canticle'' ''Spear of Light'' ''Unrelenting'' Operational history File:HLC battle for earth.png|250px|thumb|A ''Zanar''-pattern light cruiser overseeing the ground conflict on Earth in 2552. The ''Zanar''-pattern emerged during the Ages of Conflict|Sixth Age of Conflict as a stable mutation of the larger battlecruisers of Covenant usage. It continued to see use internally throughout the Covenant's imperial fiefdoms until the emergence of the Human-Covenant War, during which they saw action in some of the war's first engagements such as the Battle of Chi Cetithough were ultimately rarely seen by human forces. Their nonetheless successful combat record against humanity during the war did mean that some officers began to consider adding them to their own fleets, if for no other reason than serving as internal policing rolesfreeing up other ships for more important assignments. As such for the majority of the war, ''Zanar''-pattern ships were assigned in rear echelon assignments to ensure Covenant supply lines were well protected. This made them a prime target for opportunistic warlords during and after the Great Schism to expand their fleets, using them in more combat focused roles than they were intended for. Light cruisers were later employed during the Battle of Psi Serpentis in 2543 and the Fall of Reach. Simultaneously with the Fall of Reach, multiple ''Zanar''-pattern ships participated in the Battle for Tribute, besieging Casbah City alongside a number of s Later during the 2552|same year, they were deployed during the Battle for Earth|occupation of Earth. File:HE15 Infinity Attacked.jpg|thumb|left|200px|Multiple ''Zanar''-pattern cruisers ambushing UNSC ''Infinity'' over Aktis IV in mid-2558. At the onset of the Great Schism at the war's end, ''Zanar''-pattern cruisers were widely seized by warlords across the former-empire. The heavily-modified light cruiser ''Spear of Light'' acted as the vessel for Prelate Tem'Bhetek who used it to rescue the Boru'a'Neem|Minister of Preparation during the Fall of High Charity and personally destroyed a number of Sangheili-controlled vessels such as the ''Eternal Reward''. Convinced that Rtas 'Vadum was responsible for the death of his family, the Prelate formed Tem'Bhetek's faction|a faction to get revenge upon the Sangheili. The cruiser attacked two Sangheili colonies and ambushed the ''Shadow of Intent'' at the second one with the crew abandoning the ''Spear of Light'' to board the ''Shadow of Intent''. After the boarders were repelled, the cruiser was captured and its navigation database led the Sangheili to the prototype Halo installation. Perhaps the most excessive usage of the ''Zanar'' was that of Jul 'Mdama's Covenant. After raiding an old imperial moon once-orbited by High Charity, Jul 'Mdama was able to obtain a large stockpile of light cruisers which were used to form the backbone of his fleet as began to consolidate power. Numerous examples accompanied him to Requiem prior to and during the Battle of Requiemduring which they were dispatched in 2557 to investigate the wreckage of , before subsequently being destroyed by the firing of one of the ship's M4093 Hyperion nuclear delivery system|Hyperion missiles. Three cruisers made a slipspace jump into Core of Requiem|Requiem's core to deploy troops around the satellite containing the Didact's Cryptum. At least one of these cruisers, was sucked into the gravity well created by the Didact's Cryptum entering slipspace and was destroyed. Numerous light cruisers were later sent to attack the after it crashed into Requiem, but at least two were destroyed by ''Infinity''s defensive turrets and surface-to-air-missile launchers. At least three cruisers were present during the Didact's Raid on Ivanoff Station, deploying Phantoms to stop the station's evacuation efforts. File:HINF_PrismSkyboxBattle_3.png|250px|thumb|''Zanar''-pattern cruisers (right) exchanging fire with karves. ''Zanar''-pattern light cruisers continued their occupation of Requiem throughout the remiander of 2557, with ''Panom's Canticle'' being specifically tasked with overwatch of The Refuge (Requiem location)|the Refuge site. during the Requiem Campaign in 2558#February|February 2558. Many provided escort for an that was destroyed immediately after ''Infinity's'' emergence from slipspace. They immediately engaged ''Infinity's'' s, though they were quickly destroyed or routed. Light cruisers would proceed to be the bane of ''Infinity'' throughout the campaign, with deployments at Two Giants resulting in one such vessel being eliminated via MAC strike by Infinity Sub-Vessel 3 and ''Panom's Canticle'' being destroyed via Naval boarding|boarding action by Fireteam Shadow during Operation: VERTICAL UMBRAGE. Another ''Zanar'' was later used to reinforce the capture of Fireteam Crimson and remained in station over the "Lockup", with a further trio later deployed to the "Warrens" in response to Raid on the Warrens|another raid by UNSC forces there. Several ships were later used as a part of the Invasion of the UNSC Infinity|boarding attempt on ''Infinity'', with one being destroyed by the supercarrier's weapons. During the campaign's final moments, many ''Zanar''-pattern vessels were able to escape the planet before it was destroyed, escorting s to safety. In 2558#July|July 2558, multiple light cruisers were present on Aktis IV when Jul 'Mdama and Doctor Catherine Halsey set a trap to get the UNSC's half of the Janus Key. Hidden undetected under the planet's ocean, the ships rose to Battle of Aktis IV|attack the ''Infinity'' and her sub-vessels, blocking the UNSC flagship off in low orbit for over seven hours. They were later part of the large force sent to the Absolute Record. The Swords of Sanghelios retain ''Zanar''-pattern cruisers in their fleet. In 2560, they were used to escort s Battle of Suban|in a battle against a large Banished fleet of karves and Banished dreadnought|dreadnoughts over Suban. Production notes The CRS light cruiser featured in the Axis Studios cutscenes for ''Spartan Ops'' was modelled by contract artist Steve "Coolhand" Tylera 3D artist specializing in hard surface design and spacecraft modelling. Throughout 2013, Tyler released a series of blog posts on his personal website titled "Big Spaceships", which detailed the creation of the Covenant CRS-class light cruiser and the . Throughout the blogs, Tyler refers to the latter RCS-class armored cruiser as a CCS-class battlecruiser and the ''Zanar''-pattern as simply the "cruiser". During the production of the models for Axis' cutscenes, Tyler was given four weeks to produce the two modelsdescribed as "the largest, most complex" models he had built to that point in his career. The light cruiser was the first of the two models to be produced, and used a low-detail model from the game as a base to work from. The bow section of the model was the first to be completed due to being relatively self-contained, allowing Tyler the ability to estimate how much work would be needed for the rest of the modelwhile using a previous model from another unrelated project as reference for scale and complexity. For detailing, Tyler followed the designs on the in-game models for reference to hull style and guidelines, with reference additionally taken from H.R. Giger's work on ''List of references to Aliens in the Halo series|Aliens'' for additional detail. Ultimately, Tyler's model proved ''too'' detailed for a ship on a small scale such as the ''Zanar'' and his work was instead used as the basis for the larger ''Maugen''-pattern ship. The final ''Zanar'' made by Tyler was relatively stripped back compared to the earlier renders (shown below). Trivia During the ''Spartan Ops'' level ''Scattered/Need To Know|Need to Know'', if the player activates a console near the beginning of the level too soon, it will trigger a brief bombardment from one of the nearby light cruisers. Gallery File:H4 SpOps CovenantCruisers ScaleRef Blockout.jpg|Early blockouts of the ''Zanar'' and ''Maugen''-pattern cruisers, with Steve Tyler's own non-''Halo'' ''Akula'' model for scale. File:H4 SpOps LightCruiser EarlyHull Blockout 1.jpg|An early look at the bow of the light cruiser's model. File:H4 SpOps LightCruiser EarlyHull Blockout 2.jpg|A more detailed look at the early bow of the ''Zanar''-pattern light cruiser. File:H4 SpOps LightCruiser BowUnderside Blockout.jpg|A look at the underside of the ''Zanar''s bow. File:H4 SpOps LightCruiser EarlyModel 1.jpg|A more finished look at the ''Zanar''s model. File:H4 SpOps LightCruiser EarlyModel 2.jpg|A more finished look at the ''Zanar''s model using a more subdued colour scheme, as the artist was unaware of what the final material palette would be. File:H4 SpOps LightCruiser EarlyModel 3.jpg|During modelling, Tyler was careful to follow the textures of the low-detail game model as a guide for physical mesh geometry. File:H4 SpOps LightCruiser EarlyModel 4.jpg|A more finished look at the ''Zanar''s model from the side. File:H4 SpOps LightCruiser EarlyModel 5.jpg|A more finished look at the ''Zanar''s cargo bays. File:H4 SpOps LightCruiser EarlyModel 6.jpg|A more finished look at the ''Zanar''s plasma torpedo launchersheavily inspired by Giger. File:H4 SpOps LightCruiser EarlyModel 7.jpg|A more finished look at the ''Zanar'' from above. File:H4 SpOps LightCruiser EarlyModel 8.jpg|A more finished look at the ''Zanar'' from below. File:H4 SpOps LightCruiser EarlyModel 9.jpg|A look at the ''Zanar''s top sectionimagined by Tyler to be the ship's bridge. File:H4 SpOps LightCruiser EarlyModel 10.jpg|The ''Zanar''s model after one week of work. File:H4 SpOps LightCruiser EarlyModel 11.jpg|The ''Zanar''s undersidethe "landing leg"-esque structure was geometry taken directly from Tyler's previous model work. File:H4 SpOps LightCruiser EarlyModel 12.jpg|The ''Zanar''s energy projector. File:H4 SpOps LightCruiser EarlyModel 13.jpg|The ''Zanar''s top section. File:H4 SpOps LightCruiser EarlyModel 14.jpg|The final model for the initial model of the ''Zanar''. Ultimately this model was deemed too excessively detailed for use in the smaller light cruiser, and was used as the basis of the larger armored cruiser. File:H4 SpOps LightCruiser FinalModel.jpg|The final model for the ''Zanar'' handed off the Axis, with much of the micro-detail removed and simplified down. File:H4-Render-CRS.jpg|Renders of the ''Zanar''-pattern light cruiser for ''Halo 4''. File:H4-CRSLightCruiser-ScanRender.png|Alternate extraction of a ''Zanar''-pattern light cruiser. File:H4-CRSLightCruiser-ScanScreen.jpg|In-game screenshot of a ''Zanar''-pattern light cruiser. File:H4 campaign dawn.jpeg|''Zanar''-pattern cruisers swarm the remains of the . File:H4-CovenantRemnant-Cruisers-Fleet.jpg|The Jul 'Mdama's Covenant|reformed Covenant's light cruiser fleet outside of Requiem. File:H4 ZanarLightCruiser Fleet Screenshot.png|A wider view of the Requiem ''Zanar'' fleet. File:H4 ZanarLightCruiser Requiem Screenshot 1.png|A closeup shot of one of the light cruisers over Requiem. File:H4 ZanarLightCruiser Requiem Screenshot 2.png|A closeup shot of one of the light cruisers over Requiem. File:H4 VerticalUmbrage.jpg|''Panom's Canticle'' over The Refuge. File:CRS-Corvette size comparison.jpg|Size comparison between the ''Zanar''-pattern cruiser and the . File:HE19_Fleet_jump.jpg|''Zanar''-pattern light cruisers accompanying the Covenant fleet dispatched to the Absolute Record. File:HM-CRS.png|''Zanar''-pattern light cruisers attacking the ''Infinity'' during the Battle of Aktis IV in ''Halo Mythos''. File:HINF PrismSkyboxBattle 1.png|A Swords of Sanghelios ''Zanar''-pattern light cruiser being fired upon by a Banished Karve during the Battle of Suban in ''Halo Infinite''. File:H5G_FireteamShadow_Compilation.jpg|Fireteam Shadow inside the light cruiser ''Panom's Canticle'' during Operation: VERTICAL UMBRAGE. List of appearances ''Halo 4'' *''Spartan Ops'' ''Halo: Escalation'' ''Halo: Shadow of Intent'' ''Halo Mythos'' ''Vertical Umbrage'' ''Halo Infinite'' *''Season 05: Reckoning'' Sources Category:Cruiser classes Category:Covenant ship classes
Zantelle is a sparkling alcoholic List of food and drinks|beverage served by humans. During an Office of Naval Intelligence|ONI training exercise at UNSC Recreational Facility 6055-NA-A on 2553#October|October 14, 2553, Olivia-G291 was offered some by Spencer Hume. Unknown to Olivia, the drink had been laced with nicothiotal, a fast-acting form of Babble Juice. Hume was an investigative journalist, working with Dark Moon Enterprises operative Ota Gallo, attempting to gain information on the SPARTAN-III program in order to undermine ONI.Halo: Fractures, "A Necessary Truth", ''page 257'' List of appearances ''Halo: Fractures'' *''A Necessary Truth'' Sources Category:Beverages Category:Recreational drugs
File:H2 Zanzibar Signs.jpg|400px|right In the ''Halo 2'' multiplayer level, Zanzibar, there is a sign that says, "Danger, No Swimming" and has a picture of a shark on it. On certain dates, the sign will change. Signs On 01/01 the sign reads, "Baby Shark Petting", and has a picture of a little kid petting a smiling shark. On Seven|July 7th, the "No Swimming" sign has a poster taped over it with a picture of a decapitated dog's head with what looks to be rabbit ears instead of dog ears, it reads "Are you finding Ling-Ling head?" This is a reference to an ongoing Bungie joke about needing the head to rule the world, which itself references the ''Missing Dog Head'' image. On 10/31, it is a warning sign reads, "Danger, Carnage Zone" and shows a guy getting disemboweled (the disemboweled person is also the ''Halo 3'' Splatter Medal symbol). On 12/25, it reads, "Danger, This Soffish, DO NOT EAT!" and shows a Sofish (toy) fish on a dinner plate. Opening the Gate When a player opens the gate, the screen where the switch is activated has a "Blue-Screen" error (that occurs on the Microsoft Windows OS), commonly referred to as the Blue Screen of Death. A total FU exception has occurred at your location. All system functionality will be terminated. *Press any key to power cycle the system. If system does not restart; scream at top of lungs and pound on keypad. *If you need to talk to a programmer press any other key Press any key to continue_ Find LingLing's head If the base's gate hasn't been opened, you can see faint outlines of a dog's head and a Unggoy|grunt's head on the big metal base in the bottom middle of the gate. The inside-facing image looks like a dog's head, and the outer side is a grunt's head, with respirator. This is much easier to see if you throw a at it. Trivia It is possible to see the signs when it is not the correct date. First put the date of one of the signs in the Xbox or PC options and then play ''Halo 2'' (while not connected to the internet or Xbox Live) and go to Zanzibar. You will see the sign of which ever one's date you put on the Xbox or PC. The sign on October 31 is the same as the splatter medal in ''Halo 3''. Category:Halo 2 Easter eggs
File:H3 LastResort Beach Overlook.jpg|thumb|Wind Power Station 7, located on Zanzibar Island Zanzibar Island is an island that is part of Tanzania,''Halo Encyclopedia (2009 edition)'', Earth, p. 284-285, (2009); p. 296-297 (2011 edition) East African Protectorate. It is located off the east coast of Africa. History In the 2400s, the East African Protectorate started a re-nationalization initiative creating Wind Power Station 7 on the island and several wave power stations. Wind Power Station 7 would be abandoned, and like many other industrial sites, was eventually used as a SPARTAN Program|Spartan training site. Following the Human-Covenant War and the destruction of the Mombasa Tether, the construction of a new space elevator was initiated on the Indian Ocean just off the coast of Zanzibar Island. Gameplay This area is the location of the ''Halo 2'' multiplayer map ''Zanzibar'', the ''Halo 2: Anniversary'' multiplayer map ''Stonetown'', and the ''Halo 3'' multiplayer map ''Last Resort''. Gallery File:Halo2-Zanzibar-Advert.png|Karisu Holiday resort. File:H2A NewMombasa Stonetown View.jpg|An incomplete space elevator near the island. List of appearances ''Halo 2'' ''Halo 3'' ''Halo 2: Anniversary'' Sources Category:East African Protectorate
Zanzibar Municipal Turbine 7 is a wind turbine in East African Protectorate|EAP's Wind Power Station 7 on Zanzibar Island on Earth. It generates electricity by harnessing the power of wind using a massive wind wheel and a generator located inside an adjoining power facility. Traxus Heavy Industries and Buelterman Carney Cotton & Hayward Inc. were involved in the construction or management of the turbine.Halo 3, multiplayer map ''Last Resort'' Gallery File:H3_LastResort_Wheel_Overview.jpg|The turbine's wind wheel. File:H3 LastResort Generators.png|The generator complex inside the power facility. File:Zanzibar_Municipal_Turbine_7.jpg|A sign identifying the power facility. List of appearances ''Halo 3'' Sources Category:Infrastructure
The Zanzibar Warthog trick is a trick that can be performed in ''Halo 2''. Walkthrough To do the Zanzibar Warthog trick, go to the Halo 2 multiplayer map Zanzibar and choose Dreadnaut (Juggernaut)|Dreadnaut, a variant of Juggernaut. Drive both M12 Force Application Vehicle|Warthogs and both Type-32 Rapid Assault Vehicle|Ghosts to the big wheel in the middle. Drive 1 Warthog into the wheel, get out, jump into the other one, and push the first Warthog so the passenger seat is in line with the spokes of the wheel. If done correctly, the Warthog will fall on top of the inner wheel, making a great sniping spot. This can also be done with Ghosts in the same game variant! Category:Tricks and cheats
Zanzibar is a multiplayer map in ''Halo 2''. It was remade as Last Resort for ''Halo 3'' and as Stonetown in ''Halo 2: Anniversary''. Setting Zanzibar is one of many wind power stations built on Zanzibar Island. In the late 2400's the East African Protectorate launched an alternative energy campaign as part of its renationalization initiative. One prominent location was Zanzibar Island, which housed several wind and wave power stations. Wind Power Station 7 was decommissioned early in the 26th century and extensively utilized for classified military training exercises. Detailed records of Station 7 and scans of Last Resort|similar Stonetown|sites would later contribute to a number of notable War Games map sets. Design File:H2 Zanzibar Beach.png|thumb|300px|The beach on the map. Zanzibar consists of a large base with an operable gate, controlled by a switch which either team can open, but not close. The gate is a main part of objective based games, as a M12 Warthog|Warthog or other vehicles can be driven through the open gate directly into the base. Zanzibar is also host to one of the most destructive and interactive areas in ''Halo 2'' multiplayer. The Base that houses the generator sub-systems has two shutter windows to the left of the building, the supports to which can be shot off or hit off with a melee attack and used to prevent fire from entering the second level of the base from the outside. The concrete blocks next to the two forward firing machine guns can be blown off,and the large pillars on the first floor of the base next to the flag spawn can be chipped away by gunfire as well. The windows can be blown out. Also, a couple of the trees on the beach a total of three coconuts can be knocked down and played with. One of the unique aspects of Zanzibar is that it supports every type of combat very well. It is good for close-quarters, mid-range, and sniping, along with melee battles, grenade battles, defensive strategy, offensive strategy, vehicular combat, and almost everything else except for aerial combat. Control Tower Camp Froman Base Sea Wall Gate One Warthog One M12G1 Gauss Warthog|Gauss Warthog Two Karo'etba-pattern Ghost|Ghosts One M808B Scorpion|Scorpion tank or Zurdo-pattern Wraith|Wraith One or two Wuzum-pattern Spectre|Spectres (custom game type) Naturally, the Gauss Warthog and Ghost spawn on the beach, and the M12 Chaingun Warthog|Chain Warthog and the other Ghost spawn near the base. In Flag and Assault game variants, there are no Chain Warthogs, and both Ghosts generate on the beach with the Gauss Warthog. File:H2 Zanzibar Wheel.png|thumb|300px|The wind turbine. The wheel is a large and distinctive feature of Zanzibar. There is a bridge that leads to the wheel on the top of ''the flag room''. The center of the wheel contains the Type-1 energy sword|energy sword and the M41 SPNKR|rocket launcher is located on the bridge. It can be reached in three ways. The first is by jumping across from the defensive base onto a platform. The second way up is by climbing a ramp and destroying a pin that lowers a different bridge to the center of the wheel (it is quite noisy though and it will give away your position). The riskiest way is by 'riding' one of the spokes of the wheel up to the top. However, this makes you an easy target and has the risk of you falling off. Once there you can get the sword by dropping into a niche in the very center of the wheel. By slipping into one of the slots in the wheel and riding till you make it to the sword. Or you could lob a grenade and pick up the sword after it has gone flying. File:H2 Zanzibar Base.png|thumb|300px|The interior of the base. The Base Room is located at the end of the map. There's a gate on the right side that can only be opened by activating the Panel on the second floor of the Base Room. There are breakable windows and shutters that can close. The bridge leading to the Wheel isn't connected to the base room bridge because there's a gap between the two. To get from one Bridge to the other you have to jump. Sometimes you may not make it or land on the edge of the other bridge. But, if you do make it there will be a rocket launcher calling your name ahead of you. Tactics A good way to quickly get the sword and to keep it out of reach of your enemies is to go below the wheel and lob a grenade into the little niche. It will explode, launching the sword out of its hiding place. A better method (because grenades have the irritating habit of bouncing back out of the niche), is to find a rocket launcher and fire a rocket into the niche directly at the sword. This has the pleasing effect of catapulting the sword out of the niche to land nearby where you can easily grab it. A good way to get on top of the building, without using a super jump, is to set your juggernaut to move fast, go to the top of the inside ring of the wheel, onto the platform that touches the upper part of the ring, then from there jump onto the doorway thing with no walls around it, and finally jump onto the roof of the building. It is recommended to bring a rocket launcher, a sniper, and setting the game so that the juggernaut has an overshield and infinite ammo. Standing next to the wheel with the ramp down, you can safely keep your position with a rocket launcher, a M90 shotgun|shotgun, both types of grenades and an overshield. Trivia At E3 2004, Zanzibar was the first map disclosed to the community in ''Halo 2'' to be Halo 2 E3 Multiplayer Demo|revealed to the public, prior to its worldwide release. The sign "Camp Froman" is a reference to Luke Timmins, who practiced camping there. Zanzibar is set on the actual island of Zanzibar Island|Zanzibar, an island off the coast of Tanzania, a country in Africa, not too far from present day Mombasa and the futuristic New Mombasa in the ''Halo (disambiguation)|Halo'' games. This level appears in Season 3, 4 and a brief appearance in Season 5 in ''Red vs Blue'' and the remake Last Resort appears in Reconstruction. If you go to the large rock outside the gate on Zanzibar, face it with your back towards the beach and the big wheel, you can see a strange image of what looks to be a creature with a big nose on the rock. Below it is the face of a man wearing glasses. There is also an image of what looks like a UFO on the side of the wall right behind the rock mentioned above. To some it may look like an obscure snake head. The four pillars inside the main building cannot be completely destroyed, but the outer concrete can, adding to the degree of battle damage possible in Zanzibar. A vehicle placed on the platform will cause the latter to play the noise of it folding down until the vehicle comes to a rest. Grunt's Head On the gate in the main building in Zanzibar, if you look at the side of the gate that's on the outside, in the middle you will see a faint picture of a Grunt's head. Lingling's Head On the gate in the main building of Zanzibar, if you look at the side of the gate that's on the inside of the building, you will see a faint picture of a dog's head. This is supposed to be connected to the sign at the beach that reads "Are you finding Lingling's head?" Gate Message If the gate is opened using the computer inside of the defending base, a parody of the Windows "Blue Screen of Death" can be seen on the monitor with the message: A total FU exception has occurred at your location. All system functionality will be terminated. *Press any key to power cycle the system. If system does not restart; scream at top of lungs and pound on keypad. *If you need to talk to a programmer press any other key Press any key to continue_ This screen also appears on some "Halo 3" computers. Gallery File:HMCC Zanzibar.PNG|Map of Zanzibar in ''Halo: The Master Chief Collection''. File:H2_Zanzibar_Layout.jpg|Initial layout drawing of Zanzibar. File:H2 Zanzibar Wall.png|The sea wall. File:H2_Zanzibar_BaseExterior.png|The exterior of the base. File:H2_Zanzibar_CampFroman.png|Camp Froman. File:H2 Zanzibar Overview.png|An overview of the courtyard area. File:H2 e304 eliteoverlook.jpg|A Sangheili player holding an Energy Sword overlooking a battle on the beach area. File:H2MP Beta ZanzibarIncoming.jpg|A Sangheili player escaping from a exploding Warthog with the blue team's flag. File:H2 e304 eliteboarding.jpg|A player boarding another player's Ghost. Sources
A zap-jelly is a predatory sea List of animals|creature that populates the brackish seas of Balaho, the Unggoy homeworld. Zap-jellies glow with a faint pink light, which is noted to be similar to that of a Huragok.Halo: Contact Harvest, ''page 186'' The translation "zap-jelly" may mean that this creature is similar to the Medusa cnidarians (Wikipedia:Jellyfish|jellyfish) that are indigenous to Earth. List of appearances ''Halo: Contact Harvest'' Sources Category:Animals Category:Marine species
|line= |model=Draugr |cost= |length= |width= |height= |mass= |max speed= |engine= |hull= |armament=5 heavy focus cannons |crew=12 |complement=100 passengers |consumables= |othersystems=Energy shielding |firstuse= |service= |role=Mobile fortress |affiliation=Covenant }} The ''Zashk''-pattern Mobile Fortress, more commonly known simply as the Draugr, is a gargantuan mobile fortress employed by the Covenant military as the centrepiece in a large Planetary warfare|ground campaign. Overview The Draugr is a massive vehicle employed by the Covenant, featuring a gravity lift and heavy-duty energy shielding. It is among one of the largest and most powerful land vehicles of the Covenant, with only the Harvester and Kraken surpassing it in scale. The front of the vessel is fitted with two wings bearing Anti-gravity technology|anti-gravity pods that provide lift for the vehicle to traverse the environment. The vehicle's aft contains an extended troop bay with a similar wing and pod setup, with a tower above fitted with an anti-air cannon. The troop bays have doorway openings large enough to fit a light vehicle such as a Warthog through, and a boarding ramp at the fore of the vessel to allow for the deployment of troops and light vehicles manually without the need to use the gravity lift. When opened, the ramp was described as resembling a "giant mouth". Due to its size and mass, the Draugr is extremely slow - though is noted to make up for it with its sheer firepower. Its mass is such that two Pelican dropships would be unable to lift it. The Draugr is equipped with five focus cannons. The aft tower of the vessel contains one such weapon used as an anti-aircraft cannon. The Draugr is employed by the Covenant as the centrepiece of their largest mobile field armies, where they are flanked by Scarabs for protection. They can house legions of combat troops inside their shield dome, and thus make a useful tool when the Covenant wish to completely annihilate a well-entrenched enemy. Operational history The Draugr was seldom seen during the Human-Covenant War. One such craft was used by Covenant invasion forces during the Defense of Concord|invasion of Concord in 2551#December|December 2551. During the battle, the vehicle was used as the base of operations for Covenant troops stranded on the planet after the elimination of their Covenant starship|orbital support by UNSC Navy vessels. With limited reinforcements and supplies, the Covenant elected to use the Draugr to attack the numerous lightly defended smaller towns and villages littering the Hinterlands region of the planet as opposed to the larger and more fortified cities - hoping to take down as many humans as possible before they were killed themselves. At 1405 hours on December 12, the Draugr was involved in a push on the township of Skathi, and was spotted by NOBLE Team scout Jun-A266, who sent a live feed of the vehicle's arrival to the rest of the SPARTAN-III program|Spartans. In response and with minimal resources, Catherine-B320 devised a plan to eliminate the threat before it could be brought to bear on the town proper. A small team consisting of Kat, Rosenda-A344 and Thom-A293 used an M862 Arctic Warthog to board the Draugr, with Thom distracting the vehicle's focus cannons and armoured escort while Kat and Rosenda drove the Warthog off a rocky outcropping to Naval boarding|board the vessel and take it over. After eliminating the vessel's crew, Kat took over the vehicle and used it to wipe out the rest of the attack force, before eventually driving it back to Skathi for recovery and analysis by the UNSC. Production notes The Draugr was initially conceived by Isaac Hannaford under the working name "Cut Halo: Reach vehicles#Siege engine|Siege Engine" during the Development of Halo: Reach|production of ''Halo: Reach''. At the time, the vehicle was to be the centrepiece of a Cut Halo: Reach levels|cut level later in the game and can be seen in several pieces of concept art. Hannaford designed the vehicle based on the H-K Tank from ''Terminator''. The vehicle was later brought back and canonised in the ''Halo Encyclopedia (2022 edition)'', and prominently featured in the ''Winter Contention'' short story. Trivia A Draugr is a type of undead creature from Norse mythology, akin to zombies. This is to keep in the Covenant's tradition of naming most of its vehicles after undead mythological entities. Gallery File:HR_CovenantArmy_Concept_2.jpg|Concept art for a Covenant army, depicting what appear to be siege engines. File:HR_WarthogCharge_Concept_1.jpg|Concept art for Tip of the Spear - note the presence of siege engines in the artwork. File:HR EarlyDraugr Blockout Screenshot 1.jpg|An early blockout of the siege engine model for ''Halo: Reach''. File:HR EarlyDraugr Blockout Screenshot 2.jpg|An early blockout of the siege engine model. File:HR EarlyDraugr Blockout Screenshot 3.jpg|An early blockout of the siege engine model, as viewed in first-person. List of appearances ''Winter Contention'' Sources
|series= |type= |cost= |variant= |service=Human-Covenant War |length= |width= |height= |weight= |ammotype=Class-2 Fuel rods |capacity= |feed=Battery-powered |operation= |rate= |velocity= |optics= |range= }} The ''Zasqi''-pattern flak launcher is a type of fuel rod gun that was in service within the Covenant's Fleet of Particular Justice in 2552|September 2552. It is a shoulder-mounted, battery-powered weapon which fires fuel rods, and was often carried by Special Operations Unggoy|Spec-Ops Unggoy during the later stages of the Battle of Installation 04. Overview The ''Zasqi''-pattern fuel rod gun is a powerful, shoulder-mounted infantry weapon which fires explosive fuel rod ammunition, similar to vehicle-mounted weapons such as the fuel rod cannon, but which have a very pronounced downward arc. Unlike other fuel rod gun models such as the Pez'tk-pattern fuel rod gun|''Pez'tk''-pattern and Gespu-pattern fuel rod gun|''Gespu''-pattern, the ''Zasqi''-pattern design draws from a battery reserve, instead of a physical magazine. As such, it is subject to the same limitations as other Covenant battery-powered weaponry: notably, it will overheat if fired rapidly for too long, and it cannot easily be recharged on the battlefield. Some versions of this weapon were known to be equipped with a failsafe "dead man's switch", which caused the weapon's breach-pin to detonate the remaining ammunition if its wielder was killed in combat, rendering the weapon inoperable and useless and potentially damaging any enemies - or allies - nearby. This was common for other types of fuel rod gun too, such as the ''Pez'tk''-pattern. However, the concept was phased out by the Covenant in late 2552. The weapon was commonly seen wielded by Special Operations Unggoy|Spec-Ops Unggoy during the Battle of Installation 04, particularly during the later stages after the release of the Flood. Rtas 'Vadumee's strike team included Spec-Ops Grunts wielding the weapon during his Skirmish on Infinite Succor|mission to the ''Infinite Succor'' which took place concurrently. There is a gold version of the fuel rod gun was used during the Battle of Installation 04. File:Fuel rod gun.png|The gold version of the weapon. There is a purple version of the fuel rod gun which was used among Rtas 'Vadumee's strike team during the Skirmish on Infinite Succor. File:MCC Menu CEFuelRod.png|The purple version of the weapon. Gameplay In the Xbox version of ''Halo: Combat Evolved'', the weapon is unusable; being exclusive to special red Grunts (in ''Halo: Combat Evolved Anniversary'' these Grunts wear masks) and Spec-Ops Grunt enemies in the campaign. When in use, the Grunts need to charge the weapon to fire it. And when the weapon is dropped, it explodes, causing damage to anything near it, and can trigger grenade explosions if there were grenades littered inside blast radius. This version of the weapon is gold, but the texture of the weapon makes it look pink in dark areas. In ''Halo: Combat Evolved Anniversary'', this Fuel Rod Gun was changed into the design of the . In the Halo: Combat Evolved (PC port)|PC port there is a unique version of the weapon exclusive to multiplayer, it is a battery-operated weapon, and can fire a total of 28 rounds, from its 100 battery unit charge. If fired at its maximum fire rate, it could shoot five rounds each before overheating. Unlike the campaign version of the weapon, it does not explode when dropped by players and does not need to be charged to be fired. This version of the weapon is purple, and has four silver vents at the side of it. This version of the weapon does not replace the one in the campaign. Trivia In ''Halo PC'' multiplayer, the weapon's barrel retracts into the weapon when fired. Whether this is the firing mechanism or a recoil compensator is unknown, but the weapon has very little recoil on the hands of the player character, supporting the latter. The fuel rod gun was originally meant to be a grenade launcher, but it was changed to a Covenant rocket launcher. It can be viewed on this Gallery File:800px-SpecOpsGrunt.jpg|A Special Operations Unggoy with a fuel rod gun in ''Halo: Combat Evolved''. File:Fuel-rod-schematic.jpg|A fuel rod gun schematic as seen in ''Halo: Combat Evolved''. File:HaloCE-MasterChief-FuelRodGun.png|A Spartan holding a Fuel Rod Gun in ''Halo: Combat Evolved''. File:HCE Spartanwithfuelrodgun.jpg|A Spartan with a fuel rod gun in Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC Multiplayer. File:HCE-FuelRodGun-FirstPerson.jpg|From a Spartan's point of view in the PC version of ''Halo: Combat Evolved''. File:HCE-FuelRodGun-Overheat.jpg|The Fuel Rod Gun overheating in ''Halo: Combat Evolved'' PC. File:HCE-FuelRodGun-Profile.png|A violet-colored Fuel Rod Gun from ''Halo: Combat Evolved''. List of appearances ''Halo: Combat Evolved'' ''Halo Graphic Novel'' *''The Last Voyage of the Infinite Succor'' ''Halo: Uprising'' ''Halo: Fall of Reach'' *''Halo: Fall of Reach - Invasion|Invasion'' Sources Category:Covenant infantry weapons Category:Rocket launchers
Joyous Exultation Covenant |rank= |sn= |notable= }} Zasses 'Jeqkogoee was a Sangheili warrior of the Covenant's highly respected Dn'end Legion and the navigation officer of the ''Incorruptible''. He later became a member of the Joyous Exultation Covenant, seeking revenge against the Jiralhanae for their betrayal of the Sangheili at Installation 05.Halo: Ghosts of Onyx, ''page 190'' On 2552#November|November 3rd, 2552, he was aboard the ship when it escaped the Battle of Installation 05 to Joyous Exultation following the beginning of the Great Schism. He was aboard the ''Incorruptible'' when it traveled to Onyx, where he was most likely killed in the Onyx Conflict. List of appearances ''Halo: Ghosts of Onyx'' Sources Category:Sangheili characters Category:Covenant military personnel
|line=Modified EV-44 Nightingale airframe |model= |cost= |length= |width= |height= |mass= |max speed= |engine= |hull= |armament=Speculative vacuum energy Cryonics|cryotech 1 chin-mounted "cryoray" vacuum energy extractor 8 pylon-mounted shockwave missiles |crew= |complement= |consumables= |othersystems= |firstuse= |role= |affiliation=United Nations Space Command }} }} The ZAV-48 Frostraven is a theoretical aircraft design created by the Smart artificial intelligence|Smart Artificial intelligence|AI Serina. Overview The ZAV-48 is a conjectural design built upon the airframe of the versatile EV-44 Nightingale helicopter, leveraging the Nightingale's design platform's ability for operations-specific variations. Unlike the EV-44, the Frostraven incorporates four rotors rather than two. Like the craft as a whole, the Frostraven's weapons are theoretical designs considered by Serina and later, Isabel, for testing purposes. These include a single chin-mounted vacuum energy extractor nicknamed the "cryoray", used to freeze targets into an immobile state. Mounted on each of the helicopter's two frontal wings are pylons containing racks of four "shockwave" seismic missiles each (for a total of eight). These missiles are used to produce large shockwaves on impact and detonation, with the intent of shattering frozen targets. The design was created by Serina, the artificial intelligence for , during the vessel's years drifting through space following the Battle of Trove|destruction of the shield world Trove. During the voyage, Serina continued research into vacuum energy Cryonics|cryotechnology originally started by Ellen Anders and produced a number of speculative designs leveraging the use of this hypothetical technology. Such examples include the Frostraven and others such as the Cryo Troopers, cryo mine, M88 Bison|M88 "Cryo" Bison variant, and so forth. Despite Serina's eventual end-of-life termination, she left her notes aboard ''Spirit of Fire'' to inform future potential research - something that was later picked up for review and integration by Isabel during the Second Ark Conflict in 2559. Ultimately, Anders has yet to show an interest in the Frostraven project or its sister designs, instead choosing to focus her own research on the potential of Forerunner systems. Gameplay Info: Support Unit, Freezes enemies, Deals very little damage, Can fire a Seismic Missile Tier: 1 Cost: , , Frosthaven Upgrade: Heavy Cryo Projector Info: Weapon Upgrade, Improves the Cryo Projector, chilling enemies faster Tier: 2 Cost: , The Frostraven is a unit unique to Serina. In order to unlock Frostravens, the player must spend a leader point on the passive leader power simply dubbed "Frostraven", Frostravens will then be available for purchasing at the player's firebase. The Frostraven's only upgrade improves its Cryo Projector to freeze enemies faster. The Frostraven's ability fires a Seismic Missile which instantly kills frozen units. Frostravens perform poorly against infantry, vehicles, aircraft, and structures, as it is a support unit. In Blitz, the Frostraven costs 60 energy, and the Seismic Missile is replaced with a Shockwave Missile which deals damage, freezes enemies, and also shatters frozen enemies. Phoenix log {| class"margin-left: auto; margin-right: auto; border: none; width: 45%" |+ Phoenix Logs|Phoenix Log - Frostraven | | |} Production notes The in-game filename for the Frostraven's Phoenix Logs|Phoenix Log image (viewable in the log above) is named cod_veh_unsc_pegasus, suggesting that while in-development, the Frostraven was intended to be named the Pegasus. The Pegasus, in-canon, is the name given to a S-930 Pegasus|space fightercraft that was Cut Halo: Reach vehicles|cut from the development of ''Halo: Reach''. The Frostraven is also the subject of several pieces of Cut Halo Wars 2 units|cut content - within the ''Halo Wars 2'' game files can be found a Flood-infected variant of the vehicle that goes unused in the final game - presumably intended for use in ''Halo Wars 2: Awakening the Nightmare|Awakening the Nightmare''s Terminus Firefight. Additionally, an unused variant of the ''Halo Wars 2: Custom Warpaint'' found in the game files shows an unused camouflage skin for the Frostraven. File:HW2 Infected Frostraven.png|The cut infected Frostraven model in 3DS Max. File:HW2 Infected Frostraven ingame.png|The cut infected Frostraven model in-game. File:HW2 Frostraven Unused Camo.jpg|A render showing the unused camo skin (left) of the Frostraven. Trivia The Frostraven's role is similar to the cnc:Cryocopter|Allied Cryocopter from ''Command and Conquer: Red Alert 3''. In ''Red Alert 3'', the Allied Cryocopter similarly-served as an aircraft that utilizses cryo technology to freeze enemies and shatter them into pieces. Gallery File:HW2PheonixLogs FrostRaven Render.png|A ZAV-48 Frostraven in ''Halo Wars 2''. File: HW2 Frostravens.png|Two ZAV-48 Frostravens on Bedrock. File:HW2-Frosthavens.png|Two Frostravens on Ashes. File:HW2-Frosthaven&Nightingale.png|A ZAV-48 Frostraven in comparison to a EV-44 Nightingale. File:HW2-FrostravensvsJackrabbit.png|Frostravens freezing a M121 Jackrabbit. List of appearances ''Halo Wars 2'' Sources